Island Defense

Island Defense => Builders => Topic started by: Smygarn on August 19, 2011, 09:26:38 PM



Title: Kobold Emperor
Post by: Smygarn on August 19, 2011, 09:26:38 PM
Keep in mind that the numbers I have filled the suggestion with are place-holders. Values with no set relation to in game balance, but to provide a general understanding of the unit. These values can be changed as is deemed necessary, but I have done my best to see them properly written.

With that cleared up, enjoy your stay in this topic. Writing a builder suggestion does takes a lot out of you, all these freaking details. >.>
There is a strategy noted in the Table of Contents, which will be coming in a bit later. For now at the start, it wont be here.


000============================000
    1. Introduction
        1a. Kobold Emperor
        1b. Units
        1c. Structures
        1d. Upgrades

    2. Strategy (Coming Soon)
        2a. Industries
        2b. Blood Wyverns
        2c. How to counter the Kobold Emperor
000============================000

1. Introduction
The Kobold Emperors come from the undeground complexes from afar, using their Industries and Adept Engineers to build and occupy innumerable strongholds. For a long time the Kobolds have been at war with the Titanic minions of Fossurious and now their war has led them to this Titanic Island. Seeing a chance to annihilate the Titans and seize their vast riches, The Kobolds are now moving in for the hunt.

1.a
(http://images1.wikia.nocookie.net/__cb20090123023306/wowwiki/images/4/42/BTNKoboldGeomancer.png)
Kobold Emperor

(http://i955.photobucket.com/albums/ae33/Smygarn777/KoboldEmperor.jpg)
Attributes
Hit Points: 300 [4 hit points / second]
Mana Points: 200 [1 mana point / second]
Armor: 0 [Fortified]
Movement Speed: 340 [Foot]
Damage: 125-125 [Normal] - 1.5 Second Cooldown

Abilities:
Harvest - Collects lumber from nearby trees and returns the cargo to a Smelting Pool
(http://images3.wikia.nocookie.net/__cb20090112005049/wowwiki/images/1/15/BTNHealingWard.png)
Replenish Ward - Places a Replenish Ward that will replenish the strength of allied units and heroes. Replenishes 2% of a units maximum hit points each second and lasts for 20 seconds.

Mana Cost: 150
Cooldown: 90 seconds

000========================================000
1b. Units

(http://images3.wikia.nocookie.net/__cb20090112013624/wowwiki/images/2/26/BTNKobold.png)
Kobold Laborer - Trained from the Smelting Pool

(http://i955.photobucket.com/albums/ae33/Smygarn777/KoboldLaborer.jpg)
Attributes
Hit Points: 50 [1 hit points / second]
Armor: 0 [light]
Movement Speed: 270 [Foot]
Food Cost: 12

Abilities:
Harvest - Harvests lumber and returns the cargo to the nearest smelting pool.
Magic Resistance - Reduces the damage of magical damage by 50%.
Detonate - The Kobold combusts, killing himself. Though taboo, suicide is more dignified than having the soul taken by a Titan to a Kobold.

(http://images3.wikia.nocookie.net/__cb20090112013624/wowwiki/images/2/26/BTNKobold.png)
Kobold Engineer - Trained from the Technology Center

(http://i955.photobucket.com/albums/ae33/Smygarn777/KoboldEngineer.jpg)
Attributes
Hit Points: 185 [1 hit points / second]
Mana Points: 0/200 [1 mana point / second]
Armor: 0 [medium]
Movement Speed: 340 [Foot]
Food Cost: 12
Structures Built: Wall [1/3]

Abilities
Repair - The Engineer is capable of using tools to repair structures
Abilities:
(http://images3.wikia.nocookie.net/__cb20090112005049/wowwiki/images/1/15/BTNHealingWard.png)
Replenish Ward - Places a Replenish Ward that will replenish the strength of allied units and heroes. Replenishes 2% of a units maximum hit points each second and lasts for 20 seconds.

(http://images4.wikia.nocookie.net/__cb20090112023660/wowwiki/images/0/0f/BTNWyvern.png)
Wyvern - Trained from the Technology Center

(http://i955.photobucket.com/albums/ae33/Smygarn777/BloodWyvern.jpg)
Attributes
Hit Points: 235 [3 hit points / second]
Armor: 0 [Medium]
Movement Speed: 270 [Fly]
Damage: 30-30 [Pierce] - 1.5 Second Cooldown (600 Range)
Food Cost: 12
Cost: 50 Lumber

000========================================000

1c. Structures

(http://images3.wikia.nocookie.net/__cb20090112003855/wowwiki/images/e/e3/BTNForge.png)
Industry

(http://i955.photobucket.com/albums/ae33/Smygarn777/Industry.jpg)
Attributes
Hit Points: 200
Armor: 5 [Fortified]
Size: 2x2
Cost: 50 Lumber, 1 Gold
Build Time: 2 second.
Requirement: Smelting Pool, Industrial Front

Abilities:
(http://images1.wikia.nocookie.net/__cb20090112005754/wowwiki/images/0/0c/BTNHumanLumberUpgrade2.png)
Lumber Production - An Industrial factory produces lumber without the need of personnel, due to automation. Will produce 10 lumber every 5 seconds.
[Automated]

(http://images2.wikia.nocookie.net/__cb20090112003940/wowwiki/images/7/7f/BTNFountainOfLifeDefiled.png)
Smelting Pool

(http://i955.photobucket.com/albums/ae33/Smygarn777/SmeltingPool.jpg)
Attributes
Hit Points: 200
Armor: 5 [Fortified]
Size: 2x2
Cost: 10 Lumber
Build Time: 1 second.
Units Trained: Kobold Laborer

(http://images4.wikia.nocookie.net/__cb20090112014623/wowwiki/images/e/e2/BTNNatureTouchGrow.png)
Fruit Tree

(http://i955.photobucket.com/albums/ae33/Smygarn777/FruitTree.jpg)
Attributes
Hit Points: 300
Armor: 0 [Heavy]
Size: 2x2
Cost: 20 Lumber
Build Time: 1 second.
Food Provided: 25

(http://images3.wikia.nocookie.net/__cb20090111201945/wowwiki/images/a/a4/BTNBox.png)
(http://i955.photobucket.com/albums/ae33/Smygarn777/CrateWall.jpg)

(http://images3.wikia.nocookie.net/__cb20090111201945/wowwiki/images/a/a4/BTNBox.png)
Crate Wall

Attributes [1/3]
Hit Points: 125
Armor: 5 [Fortified]
Size: 2x2
Cost: 100 Lumber
Build Time: 1 second.

(http://images3.wikia.nocookie.net/__cb20090111201945/wowwiki/images/a/a4/BTNBox.png)
Crate Wall

Attributes [2/3]
Hit Points: 250
Armor: 5 [Fortified]
Size: 2x2
Cost: 100 Lumber
Build Time: 1 second.

(http://images3.wikia.nocookie.net/__cb20090111201945/wowwiki/images/a/a4/BTNBox.png)
Crate Wall

Attributes [3/3]
Hit Points: 550
Armor: 15 [Fortified]
Size: 2x2
Cost: 150 Lumber
Build Time: 1 second.

(http://images2.wikia.nocookie.net/__cb20090112042129/wowwiki/images/b/be/BTNVoodooLounge.png)
Technology Center

(http://i955.photobucket.com/albums/ae33/Smygarn777/TechnologyCenter.jpg)
Attributes
Hit Points: 300
Armor: 5 [Fortified]
Size: 4x4
Cost: 150 Lumber
Build Time: 8 second.
Requirement: Smelting Pool
Units Trained: Kobold Engineer, Wyvern

(http://images1.wikia.nocookie.net/__cb20090112014336/wowwiki/images/4/4a/BTNMerchant.png)
Merchant

(http://i955.photobucket.com/albums/ae33/Smygarn777/Merchant.jpg)
Attributes
Hit Points: 300
Armor: 5 [Fortified]
Size: 4x4
Cost: 150 Lumber, 45 Gold
Build Time: 8 second.
Items sold: Cmon, you know already.

(http://images3.wikia.nocookie.net/__cb20090112003906/wowwiki/images/5/5c/BTNFortress.png)
Advanced Research Center

(http://i955.photobucket.com/albums/ae33/Smygarn777/AdvancedResearchCenter.jpg)
Attributes
Hit Points: 500
Armor: 5 [Fortified]
Size: 4x4
Cost: 1500 Lumber
Build Time: 8 second.
Requirement: Smelting Pool, Merchant


Rapid Tower
(http://i955.photobucket.com/albums/ae33/Smygarn777/RapidTower.jpg)

(http://images3.wikia.nocookie.net/__cb20090112022550/wowwiki/images/e/e9/BTNTower.png)
Attributes [1/5]
Hit Points: 300
Armor: 5 [Heavy]
Damage: 25-25 [Pierce] - 1 second Cooldown (600 Range)
Size: 2x2
Cost: N/A Lumber
Build Time: 1 second.
Requirement: Smelting Pool

(http://images3.wikia.nocookie.net/__cb20090112022550/wowwiki/images/e/e9/BTNTower.png)
Attributes [2/5]
Hit Points: 350
Armor: 5 [Heavy]
Damage: 30-30 [Pierce] - 1 second Cooldown (700 Range)
Size: 2x2
Cost: 75 Lumber
Build Time: 1 second.
Requirement: Smelting Pool

(http://images3.wikia.nocookie.net/__cb20090112022550/wowwiki/images/e/e9/BTNTower.png)
Attributes [3/5]
Hit Points: 450
Armor: 5 [Heavy]
Damage: 35-35 [Pierce] - 1 second Cooldown (800 Range)
Size: 2x2
Cost: 250 Lumber
Build Time: 1 second.
Requirement: Smelting Pool, Technology Center

(http://images3.wikia.nocookie.net/__cb20090112022550/wowwiki/images/e/e9/BTNTower.png)
Attributes [4/5]
Hit Points: 600
Armor: 5 [Heavy]
Damage: 40-40 [Pierce] - 1 second Cooldown (900 Range)
Size: 2x2
Cost: 500 Lumber
Build Time: 1 second.
Requirement: Smelting Pool, Technology Center, Merchant

(http://images3.wikia.nocookie.net/__cb20090112022550/wowwiki/images/e/e9/BTNTower.png)
Attributes [5/5]
Hit Points: 750
Armor: 5 [Heavy]
Damage: 45-45 [Pierce] - 1 second Cooldown (1000 Range)
Size: 2x2
Cost: 800 Lumber
Build Time: 1 second.
Requirement: Smelting Pool, Technology Center, Merchant, Rapid Tower - Ultra Mega Revelation

000============================================000
1d. Upgrades

(http://images3.wikia.nocookie.net/__cb20090112003855/wowwiki/images/e/e3/BTNForge.png)
Industrial Front - Researched from Technology Center

Attributes
Cost: 20 Gold
Upgrade Time: 60 second.

Description: The Kobold Empire's Industrial Front needs funding to take off. When such expenses have been paid and administered, Headquarters will deliver schematics and the necessary materials to construct Industries. Each Industry shall require seperate funding of 1 gold still to be built, but will outrun the manual labor in rates of production once in place.


(http://images3.wikia.nocookie.net/__cb20090112022550/wowwiki/images/e/e9/BTNTower.png)
Ultra Mega Revelation - Researched from Advanced Research Center

Attributes
Cost: 30 Gold, 2000 Lumber
Upgrade Time: 60 second.

Description: The Future models of Fortified Defense have been announced from the Anti-Titan Strongholds deep below. Very expensive to gain schematics for, but well worth it for their presence bars the way of any Titan seeking easy prey.

(http://images1.wikia.nocookie.net/__cb20090112004227/wowwiki/images/9/99/BTNGem.png)
Toxic Crystals - Researched from Technology Center
Attributes
Cost: 10 Gold, 1000 Lumber
Upgrade Time: 60 second.

Description: One of the Technological Development Centers have discovered means of rejecting Titans from scavenging and overcoming defenses through Attrition. By setting these new Toxic Crystals into the Crate Walls, a Titan will no longer be able to acquire gold or experience from Destroying Crate walls.

(http://images4.wikia.nocookie.net/__cb20090112023660/wowwiki/images/0/0f/BTNWyvern.png)
Wyvern: War Training - Researched at the Advanced Research Center

Attributes
Cost: 25 Gold, 1000 Lumber
Upgrade Time: 60 second.

Description: By training Wyverns from birth, they learn to excell in Titan Hunting. Wyverns, trained from birth become a lesser variation of the prideful Hunters of other races.
Increases a Wyverns movement speed, attack damage, hit points and hit point regeneration.




Title: Re: Kobold Emperor
Post by: Playerof on August 20, 2011, 01:01:37 PM
Another  beautiful piece smy... that will be trampled and forgotten.  :'(
But great work really!


Title: Re: Kobold Emperor
Post by: Coaster_Man on August 20, 2011, 07:40:43 PM
Looks much nicer when put into models and such. I like it, however he seems a bit weak - base wise. I suppose you could have wyverns for added damage bu the titan can simply nuke them. I mean, 45 damage towers with normal (i think) attack speed isn't a lot, even with the 1000 range. Pretty sure mak towers have a faster attack, more range, less lumber cost, and the same strength of walls. I know these are just numbers... but meh. Also, do towers cost no food?


Title: Re: Kobold Emperor
Post by: Frankjg on August 21, 2011, 12:37:36 PM
I love it. The idea of an emperor type builder is really interesting. It's a nice spin on things. All in all, it seems like a great builder that would be fun to play.

Although, I do have some questions.

Does the replenish ward heal units that don't belong to the kobold player?
Do the industries cost any food?
What does "Ultra Mega Revelation" do?


Title: Re: Kobold Emperor
Post by: Smygarn on August 21, 2011, 04:10:08 PM
Does the replenish ward heal units that don't belong to the kobold player?
Im sure 'Allied units and heroes' does tend to answer that question. Being a discussion topic for the builder however, this can be argued to change as the community and public likes.

Do the industries cost any food?
The Meaning of Industries is that in exchange of costing no food, they instead cost gold and take up space within the base. Part of the reason why the intended style for this builder is to occupy several base locations, to provide more room for Industries.
While im at it, its also possible to discuss whether this Emperor needs to spend food for his towers either, but pay increased sums of lumber to upgrade them.

What does "Ultra Mega Revelation" do?
It allows Rapid Towers to upgrade to a fifth level. Normally towers only go as far as 'normal, enchanced, super and mega', but Ultra Mega Revelation allows the towers to upgrade to a fifth Level.


Title: Re: Kobold Emperor
Post by: MuDDy_PaNDa on August 21, 2011, 06:11:21 PM
Great concept, but i have to say, is it a good point to have to use many bases? Perhaps make it that there can only be one kobold because there would be too much stuff on the map.

Wouldnt it be a good idea to maybe add a tunnel, making you able to go from place to place instantly, that could help deny your stuff if you are making a second base for facts.

just throwing out ideas.


Title: Re: Kobold Emperor
Post by: PoNy on August 21, 2011, 06:45:41 PM
Ok here are some things I really want to be considered.

1) Air army units don't seem like the best for either hunting or defending, they would have to be weak or they will be overpowered and or slow that they will be feed when traveling between forest space.(Space where titan can't walk in and auto attack.) At the same time when they're in a base they will be nuked and the chance of a bounce will be fairly high in the hands of a new player.

2)If your really suggesting multiple bases then a tunnel connecting the two will surely be viable, someways to balance this is that it requires a certain structure to be nearby before it can be operational or even built in the area, said structure being costly lumber wise.

3)The ward is too plain, if he really is an emperor then something to inspire his workers to make them lumber faster through movement speed or attack speed would be better. (So like a ward that gives off endurance aura since you can also use it to escape with that small amount of movement speed).

4)The industries should not take food as said, but require a worker to enter it to be functional so it still has to require food, but in a different way, the more workers in an industry the faster it produces lumber, example 4 slots are in the industry and the closer to 4/4 you have the faster it will produce or more.

5)Engineers should be repair slaves and not have the ward ability. They should instead have something that revolves around repairing a wall, like an instant heal for a wall that has a relatively decent cooldown. The Engineer would obviously be spawned with the skill in cooldown.

6)Other then the industries the builder looks really bland and has nothing unique to offer to the gameplay of Island Defense. It is going to be another Arachnid that takes things from other builders but just not as good. In this case it will be murloc.


Title: Re: Kobold Emperor
Post by: Smygarn on August 21, 2011, 08:58:31 PM
Idea:

initially, the income is hampered as the builder will require gold to build the industries to boom the income. So what he can do at the start is process early upgrades to reduce the food cost back to 6, which will set the income on par with regular workers. At this point, he heads to gold up 25 gold. Im writing this in line that there is no complication, so he farms 30 gold without problems and ponders where to place the industries as Titans destroying them is not favorable. But for the sake of argument, the industries have a scavenge effect that will return the 1 gold invested into each of them (lets keep the industry front upgrade here).

Which will allow him to bunker them into a corner for a while, and now start to gather lumber faster than other builders.
And Jumping to the point where he builds a merchant, he now is enabled the upgrades that will expand his income dramatically, to the point where a second base would be considered if he has already built one. The Food cost on Workers can be lowered to 3, and three more industries can be built.
Upgrades to train Engineers with more hit points and repair rates also become available.

For now, lets put harvester rates and industry income off the discussion.

I would like to ask the community, meaning you people for some good ideas:
Question1: If there is a good way to set up an early army unit, how would you do it?
Question2: Is there some form of tower concept you would like to see instead of the now standing Rapid Tower?
Question3: Escape Abilities. Sadly, im terrificly bad at these, and need your help.


Title: Re: Kobold Emperor
Post by: Frankjg on August 21, 2011, 09:10:18 PM
As for the army, It is always going to be better to have more than one type of unit, each contributing something different. Demo works because he has mana burn, slow poison, and heavy damage all from different sources. An army that is permanent will often end up feeding if not denied, also.

If you would really prefer using wyverns, try making small ones with a higher movement speed and less damage. You can have 3-4 different kinds of them so that they won't be totally useless. A spell damage reduction upgrade would also be great later on.

Lastly, they need some kind of weakness if they're going to have added movement speed. I suggest a very limited range of vision, so they can't have a huge advantage scouting the map by putting one over trees here and there. Their health could probably be just enough to withstand one nuke, but no more without their war training upgrade.


Title: Re: Kobold Emperor
Post by: MuDDy_PaNDa on August 22, 2011, 05:27:33 AM
Idea:

initially, the income is hampered as the builder will require gold to build the industries to boom the income. So what he can do at the start is process early upgrades to reduce the food cost back to 6, which will set the income on par with regular workers. At this point, he heads to gold up 25 gold. Im writing this in line that there is no complication, so he farms 30 gold without problems and ponders where to place the industries as Titans destroying them is not favorable. But for the sake of argument, the industries have a scavenge effect that will return the 1 gold invested into each of them (lets keep the industry front upgrade here).

Which will allow him to bunker them into a corner for a while, and now start to gather lumber faster than other builders.
And Jumping to the point where he builds a merchant, he now is enabled the upgrades that will expand his income dramatically, to the point where a second base would be considered if he has already built one. The Food cost on Workers can be lowered to 3, and three more industries can be built.
Upgrades to train Engineers with more hit points and repair rates also become available.

For now, lets put harvester rates and industry income off the discussion.

I would like to ask the community, meaning you people for some good ideas:
Question1: If there is a good way to set up an early army unit, how would you do it?
Question2: Is there some form of tower concept you would like to see instead of the now standing Rapid Tower?
Question3: Escape Abilities. Sadly, im terrificly bad at these, and need your help.
is it possible to make the towers have their attack damage related to the number of factory he possesses?
and also, for the unit, you should look for something a bit less powerful then nat's old stones, without a blink and that costs 5 gold to begin with, then give them atk upg, blink upg, defense upg, and such. Try to make them not as good as nats tho.

Escape ability's: oh sweet jesus, you never know how those can turn out.
1: you could give him a tricky net. Hard to land, but lets give it a 3 seconds stun, kind of like earthbound from dota.
Impale? tricky to land also, so give it a 2 sec stun.
And also, this one would be jokes, but what if you could throw money at him?


Title: Re: Kobold Emperor
Post by: ugi on September 05, 2011, 01:04:15 PM
Seems great,but dont like the towers though need to be original  :) :) :)