Hey, sorry, didn't get around to doing anything about the new characters today either >.> I'll go at it tomorrow.
Squiggly, I believe that the current setting is not only ridiculously far from the Koprulu Sector, but also in a different time. I'd highly prefer it if you didn't include the Koprulu sector in your backstory. Experiments sounds like the things the Auruleans would do, could maybe have your guys come from one of the old Aurulean planets in the Dvergar or Sharon system (which the zerg conquered)
Alex Griafer was a quiet kid on the planet of Dvergar and very interested in plasma technology, when he and two others,William Macduncan and Carol Hathmore were abducted at the age of 16 from to a top secret Aurulean science facility located in Var'shiri Nebula for experiments that where to enhance troops in the field. At the end of Alex's time at the facility he ironical became able to come in to contact with unregulated plasma with no ill effect, the same was said for any other power source, except for of that was emitted by the protoss psi blades. William, however, was not so lucky and almost his entire lower section of his body was refitted with cybernetic parts that maintained them selves, while Carol was fitted with a implant that allowed her to program or reprogram electronics, especially nanites as well as programmed all medical perseguers. After the completion of the test the three planned to escape, looting any thing that might be useful. The plan worked with them leaving the facility burning in plasma fire. armed with experimental weaponry such as the plasma marine suit and rifle, the Bio hazard rockets and full supply of nanites as well as the ship the three escaped to the Tirion Republic. The Republic do not know that they are escapees from The Aurulean Technocracy but a Team,s past and demeanor doesn't matter so much if they works hard and contributes to the Republic. No one will bring up their past, right?
Currently the three are thought to be killed in a "pirate raid", and after them there have been no more civilian test subjects as they tend to die early.
Modifiers
light
bio
200 hp
200 energy
3 mov speed
3 armor
4 sight
25 dps
Weapon speed 1
3 range
0 aoe
2 abilities
Life Regeneration
mechanical arms on her back heal friendly's
passive Radius 4 for 10 seconds 5 Hp per 0.5 seconds cost
Medical nanites injector
concentrated beam of nanites programmed to mend flesh and dispense coagulation agents
basically heal + Restoration Energy 1 per 2 hit points
60 points
Ship
Name: The Solstice
Designed as a faster more weaponized dropship the ship was still in the beta stages of development when the
Weapons :
ATS plasma turret x 2
ATA plasma turret x 2
Equipment:
Precision Ion Warp Engines
non Radar detectable Standard issued spacecraft hull plating
Active Camo
Forward Surveillance (cast)
Energy: 50
-Lark reveals and area of an 8 unit radius anywhere on the map. This skill reveals cloaked units as well.
Cool down: 10 seconds
Energy Snipe (cast)
Energy Cost: 50
-Deals 75(+50 to armored targets) damage at a single target within a 10 unit radius. Target must be biological. If cast from cloak, reduces target's armor by 2 for 10 seconds.
Cool down: 2.5 seconds
Shadow Step (cast)
Energy: 25
-Dawn instantly appears behind her target and pierces the chosen targets armor with her psionic infused blade dealing 25 (+25 to light targets) damage. Only applies on biological units. Range of 8. If cloaked before casting this, damage will be increased by 25.
Cool down: 15 seconds
In addition to those changes (Mostly damage nerfs on spells as the values were pretty damn high), your "Cloaked" bonuses only apply while undetected (Otherwise it's just a free buff to your abilities since your cloak costs nothing)
Also, just fyi, standard terran patrols have a security stat of 5, meaning that they are able to detect your ship (But since the stats are equal, you can still avoid patrols in some situations, but once you're in their sight they won't lose you)
EDIT: Removed most of your post from my quote as it just took up too much space, left only the changed parts.
Also, the "BBCode" markup type is the most similar to sc2armory I believe. No spoiler tags possible unfortunately :(
@Squiggly
Some of your point totals seem to be wrong (For your first two characters at least), you've mentioned Overcharge twice, weapon swaps aren't counted as abilities, you just list as many weapons as you want to have as long as they don't exceed the range or DPS stats you bought, and more importantly a lot of your abilities don't have ranges, energy cost or damage listed. Also, if something works over multiple seconds, list the effect per second, not per 0.5 seconds.
Last but not least, standard healing rate is 3 life per energy per second. If you want faster heals, it'll cost more energy per life. (For example 6 life per 3 energy.)
And seeing as these no-army set ups are becoming popular: If you want abilities strong enough to make up for your lack of actual armies, you'll need stronger.
Here's an example:
Quote:
Terror, 50 energy
Assaults the mind of a target unit, dealing 75 damage and stunning it for 5 seconds.
This ability is blatantly overpowered, but Darth Waiter costs a full 251 points. At a certain point, DPS of heroes becomes so high that the time it takes to cast an ability would end up lowering their total damage output instead of increasing it, so I think its only fair that abilities become stronger as hero stats do.
So while having multiple heroes offers far more utility, having one powerful one will make skirmishes against armies easier to manage.
EDIT: I haven't written an IC, so I can't really put this there. I'm recalling all the surplus troops from Dras Lana to their original locations, and Doom's personal fleet is at Domus.
All travel times are over (Due to enough days passing), so everyone feel free to post.
Those are fair chages but im going to replace Assassinate then because it just seems pretty lack luster because I can barely kill a marine, and I cant kill it if it has combat shields.
Shadow Step (cast)
Energy: 75
-Cygnus instantly appears at target location. This spell has a range of 5 but increases to 7 when cloak is active
Cool down: 15 seconds
Cooldown down to 10 seconds and no energy cost and it's fine (That would make it more or less the same as blink. If you want an energy cost of 75, you can go up to 150 damage dealt.)
7 sight as is the minimum, just like 2 movement speed is the minimum, if you put your numbers lower than that and get negative costs those don't count. You still need to fix your character (Make abilities clearer, list all costs, ranges, damages, cooldowns (If there are any), recalculate your points so that they are correct)
Alex Griafer was a quiet kid on the planet of Dvergar and very interested in plasma technology, when he and two others,William Macduncan and Carol Hathmore were abducted at the age of 16 from to a top secret Aurulean science facility located in Var'shiri Nebula for experiments that where to enhance troops in the field. At the end of Alex's time at the facility he ironical became able to come in to contact with unregulated plasma with no ill effect, the same was said for any other power source, except for of that was emitted by the protoss psi blades. William, however, was not so lucky and almost his entire lower section of his body was refitted with cybernetic parts that maintained them selves, while Carol was fitted with a implant that allowed her to program or reprogram electronics, especially nanites as well as programmed all medical perseguers. After the completion of the test the three planned to escape, looting any thing that might be useful. The plan worked with them leaving the facility burning in plasma fire. armed with experimental weaponry such as the plasma marine suit and rifle, the Bio hazard rockets and full supply of nanites as well as the ship the three escaped to the Tirion Republic. The Republic do not know that they are escapees from The Aurulean Technocracy but a Team's past and demeanor doesn't matter so much if they works hard and contributes to the Republic. No one will bring up their past, right?
Currently the three are thought to be killed in a "pirate raid", and after them there have been no more civilian test subjects as they tend to die early.
Name: Alex Griafer
Code Name: Cobalt
Allegiance: The Aurulean Technocracy
race: Terran
unit: plasma marine
Modifiers
light
bio
300 HP
200 Energy
3 Armor
3 Mov. speed
9 sight
30 dps(+15 mech)
weapon speed 1
8 range
0 aoe
4 abilities
Overcharge
(5 energy per attack): Adds 10 damage to attack.
Plasma Burn
Burns units for AoE ability. 24 damage over 6 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy
30 sec cooldown
Overcharge
(5 energy per attack): Adds 10 damage to Alex’s attack.
toggle
84 points
Name: William Macduncan
Code Name: Breaker
Allegiance: The Aurulean Technocracy
race: Terran
unit: Bio Hazard Marauder
Modifiers
Heavy
bio
400 HP
200 Energy
3 Mov Speed
5 armor
7 sight
40 dps
weapon speed 1
7 range
0.5 aoe
1 abilities
Bio hazard grenade
Lunches a 1 Bio hazard grenade
causes Irradiate Last 30 seconds 8.3 per second
30 sec cool down
100 points
Name: Carol Hathmore
Code Name: Echo
Allegiance: The Aurulean Technocracy
race: Terran
unit: Combat Medic
Modifiers
light
bio
300 hp
200 energy
3 mov speed
3 armor
4 sight
25 dps
Weapon speed 1
3 range
0 aoe
2 abilities
Life Regeneration
mechanical arms on her back heal friendly's
passive Radius 4 for 10 seconds 5 Hp per 0.5 seconds cost
Medical nanites injector
concentrated beam of nanites programmed to mend flesh and dispense coagulation agents
basically heal + Restoration Energy 1 per 2 hit points
65 points
Ship
Name: The Solstice
Designed as a fast harassment dropship. The Solstice was still in the beta stages of development and the plasma core engine was highly unstable when the three stole it but thanks to the Technocracy the ship is now relatively stable and only has a 15% chance of blowing up and destroying the fabric of space then to the original 95%
Weapons :
ATS plasma turret x 2
ATA plasma turret x 2
Equipment:
Precision Ion Warp Engines
non Radar detectable Standard issued spacecraft hull plating
Active Camo
In general, 1 energy is worth roughly 2 points of damage. Seeing as you have an all-hero team, you can have slightly stronger abilities so the added utility of a teleport can pass as well. I reduced the damage on that ability before because you gave it a cost of 25 energy - Which was not worth over 150 damage. If you want Shadow Step to do damage, go for roughly 1.5 damage per energy or 1:1 with a bonus to a specific type or something.
Blink by itself is an ability that already exists on the stalker, so obviously I'm not gonna make any similar/identical abilities weaker than what's already in the game, especially on hero units. So pick between straightforward teleport with only a cooldown, or one that does damage and costs energy as well (Damage is proportional to energy cost)
Also, it seems your abilities call her "Dawn" while the hero character is named Cygnus :/
And that would be a fourth ability... First of all I'd like Orloth's and Wind's input on the drone, but I think its ok (Lower cost of its snipe to 50, so that it can actually be useful considering it has no weapon), and second of all I'd like you to edit your first post with all the changes (Including replacing 1 of the 3 abilities of Dawn with the drone if you want it)
@Squiggly
You still haven't fixed your abilities.
Quote:
passive Radius 4 for 10 seconds 5 Hp per 0.5 seconds cost
"Passive" and "for 10 seconds" contradict each other, it's either a permanent passive or it's an ability that is used and has a duration.
"5 hp per 0.5 seconds" should be worded as 10 life/s
"Cost" is missing a number
Quote:
basically heal + Restoration Energy 1 per 2 hit points
I said in my previous post that this should be changed to 3 life per 1 energy, to be equal to the medivac heal.
Quote:
Bio hazard grenade
Launches a 1 Bio hazard grenade
causes Irradiate Last 30 seconds 8.3 per second
8.3 per second what, damage? 8.3 by itself is a very odd number.
Also, again no energy cost listed...
If you want a grenade that deals damage over time, how about 100 damage over the course of 10 seconds on units in a radius of 2 for 75 energy?
Quote:
Plasma Burn
Burns units for AoE ability. 24 damage over 63 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy 30 sec cooldown
Some buffs.
@Everyone
If you don't list ranges for abilities, I'll assume 6.
Sorry for not replying >.> Keep getting sidetracked. Will probably approve your characters as they are, but I just found one little detail I overlooked - One of your stealth abilities reduces your attack speed by 0.5, which at a base attack speed of 1 is a DPS increase of 100%. I'm sure you'll agree that that is quite a lot, and your penalty is merely loss of kiting potential. I think you should maybe go for something else there, or make the attack speed reduction less drastic, up to you really. Im kinda tired atm so I won't suggest anything cause it might end up stupid.
EDIT: And change the wording of your stealth bonuses to say "when undetected" instead of when cloaked - Those bonuses should only apply when your opponent is taken by surprise, cause otherwise those are just a fancily worded free upgrade to your abilities seeing as your cloak is free, has no set duration and practically no cooldown.
In addition to adding Chaos' character to the approved list, I removed all the inactive ones. Got em saved on my comp though, so if anyone decides to rejoin I can easily add em back on the list.
If you don't have any plans, read the last few posts from Xgermkill - There's something I want to do regarding the Outsiders, which starts with his mission, so I'd like to know if you're up for continuing where he left off.
Well, you'd technically pick off from where he stopped - It's not like those fleets he had disappeared into thin air. So it's what, 2 pirate fleets and a Tirion support? You'll probably want a bit more than that, especially if you consider you have no army of your own but only hero units unlike xgerm.
If you have skype, add me (search for mighty.maity) so we can talk this over in more detail.
Ofc, if you want to start over, you're free to do that as well
@Wind & Orloth
What are our rules on inactive characters? Can Chaos take Xgerm's ship with him as part of the fleet? (Possibly without hero units on it)
@Wind Orloth What are our rules on inactive characters? Can Chaos take Xgerm's ship with him as part of the fleet? (Possibly without hero units on it)
If I can suggest something, you could handle it as people going AWOL. For example in Xgerm's case, his ship would've just left the fleet at some point, keeping his backup waiting, and never returned. You can even make (simple) posts on that of captain's going "well this guy can't be trusted apparently" and then heading back for new orders. This would make sense lorewise and would only become slightly problematic if an early leaver ever returns to pick his old character back up.
It would also present a real consequence for not writing yourself out of the story before going AWOL. When someone comes back, they should have to deal with the consequences of their actions, like any other situation.
Hey, sorry, didn't get around to doing anything about the new characters today either >.> I'll go at it tomorrow.
Squiggly, I believe that the current setting is not only ridiculously far from the Koprulu Sector, but also in a different time. I'd highly prefer it if you didn't include the Koprulu sector in your backstory. Experiments sounds like the things the Auruleans would do, could maybe have your guys come from one of the old Aurulean planets in the Dvergar or Sharon system (which the zerg conquered)
ok Almaity also fixed my Heroes
Alex Griafer was a quiet kid on the planet of Dvergar and very interested in plasma technology, when he and two others,William Macduncan and Carol Hathmore were abducted at the age of 16 from to a top secret Aurulean science facility located in Var'shiri Nebula for experiments that where to enhance troops in the field. At the end of Alex's time at the facility he ironical became able to come in to contact with unregulated plasma with no ill effect, the same was said for any other power source, except for of that was emitted by the protoss psi blades. William, however, was not so lucky and almost his entire lower section of his body was refitted with cybernetic parts that maintained them selves, while Carol was fitted with a implant that allowed her to program or reprogram electronics, especially nanites as well as programmed all medical perseguers. After the completion of the test the three planned to escape, looting any thing that might be useful. The plan worked with them leaving the facility burning in plasma fire. armed with experimental weaponry such as the plasma marine suit and rifle, the Bio hazard rockets and full supply of nanites as well as the ship the three escaped to the Tirion Republic. The Republic do not know that they are escapees from The Aurulean Technocracy but a Team,s past and demeanor doesn't matter so much if they works hard and contributes to the Republic. No one will bring up their past, right?
Currently the three are thought to be killed in a "pirate raid", and after them there have been no more civilian test subjects as they tend to die early.
Name: Alex Griafer
Code Name: Cobalt
Allegiance: outsiders
race: Terran
unit: plasma marine
Modifiers
light
bio
300 HP
200 Energy
3 Armor
3 Mov. speed
9 sight
30 dps(+15 mech)
weapon speed 1
8 range
0 aoe
4 abilities
Overcharge
(5 energy per attack): Adds 10 damage to attack.
Plasma Burn
Burns units for AoE ability. 24 damage over 6 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy
Commanding Presence:
friendly's +2 dps , passive Radius 4
Overcharge
(5 energy per attack): Adds 10 damage to Alex’s attack.
Plasma Spider mine
70 damage + 5 damage for 2 seconds can be stomped by medic Restoration
cost 30 energy only three at a time
99 points
Name: William Macduncan
Code Name: Breaker
Allegiance: outsiders
race: Terran
unit: Bio Hazard Marauder
Modifiers
Heavy
bio
450 HP
200 Energy
3 Mov Speed
5 armor
7 sight
40 dps
weapon speed 1
7 range
0.5 aoe
1 abilities
Bio hazard grenade
Lunches a 1 Bio hazard grenade
causes Irradiate Last 30 seconds 8.3 per second
95 points
Name: Carol Hathmore
Code Name: Echo
Allegiance: outsiders
race: Terran
unit: Combat Medic
Modifiers
light
bio
200 hp
200 energy
3 mov speed
3 armor
4 sight
25 dps
Weapon speed 1
3 range
0 aoe
2 abilities
Life Regeneration
mechanical arms on her back heal friendly's
passive Radius 4 for 10 seconds 5 Hp per 0.5 seconds cost
Medical nanites injector
concentrated beam of nanites programmed to mend flesh and dispense coagulation agents
basically heal + Restoration Energy 1 per 2 hit points
60 points
Ship
Name: The Solstice
Designed as a faster more weaponized dropship the ship was still in the beta stages of development when the
Weapons :
ATS plasma turret x 2
ATA plasma turret x 2
Equipment:
Precision Ion Warp Engines
non Radar detectable Standard issued spacecraft hull plating
Active Camo
Weapons 2
Armour 2
Maneuverability 5
Security 2
Cargo 1
Speed 4
54 points
total 268 points
In addition to those changes (Mostly damage nerfs on spells as the values were pretty damn high), your "Cloaked" bonuses only apply while undetected (Otherwise it's just a free buff to your abilities since your cloak costs nothing)
Also, just fyi, standard terran patrols have a security stat of 5, meaning that they are able to detect your ship (But since the stats are equal, you can still avoid patrols in some situations, but once you're in their sight they won't lose you)
EDIT: Removed most of your post from my quote as it just took up too much space, left only the changed parts.
Also, the "BBCode" markup type is the most similar to sc2armory I believe. No spoiler tags possible unfortunately :(
@Squiggly
Some of your point totals seem to be wrong (For your first two characters at least), you've mentioned Overcharge twice, weapon swaps aren't counted as abilities, you just list as many weapons as you want to have as long as they don't exceed the range or DPS stats you bought, and more importantly a lot of your abilities don't have ranges, energy cost or damage listed. Also, if something works over multiple seconds, list the effect per second, not per 0.5 seconds.
Last but not least, standard healing rate is 3 life per energy per second. If you want faster heals, it'll cost more energy per life. (For example 6 life per 3 energy.)
And seeing as these no-army set ups are becoming popular: If you want abilities strong enough to make up for your lack of actual armies, you'll need stronger.
Here's an example:
This ability is blatantly overpowered, but Darth Waiter costs a full 251 points. At a certain point, DPS of heroes becomes so high that the time it takes to cast an ability would end up lowering their total damage output instead of increasing it, so I think its only fair that abilities become stronger as hero stats do.
So while having multiple heroes offers far more utility, having one powerful one will make skirmishes against armies easier to manage.
EDIT: I haven't written an IC, so I can't really put this there. I'm recalling all the surplus troops from Dras Lana to their original locations, and Doom's personal fleet is at Domus.
All travel times are over (Due to enough days passing), so everyone feel free to post.
oh wired thing sight 7 = 0 points
@TheAlmaity
Those are fair chages but im going to replace Assassinate then because it just seems pretty lack luster because I can barely kill a marine, and I cant kill it if it has combat shields.
Shadow Step (cast)
Energy: 75
-Cygnus instantly appears at target location. This spell has a range of 5 but increases to 7 when cloak is active
Cool down: 15 seconds
@ChaosInfinityLord: Go
Cooldown down to 10 seconds and no energy cost and it's fine (That would make it more or less the same as blink. If you want an energy cost of 75, you can go up to 150 damage dealt.)
@squigglyMk2: Go
7 sight as is the minimum, just like 2 movement speed is the minimum, if you put your numbers lower than that and get negative costs those don't count. You still need to fix your character (Make abilities clearer, list all costs, ranges, damages, cooldowns (If there are any), recalculate your points so that they are correct)
ok Almaity how about now?
Alex Griafer was a quiet kid on the planet of Dvergar and very interested in plasma technology, when he and two others,William Macduncan and Carol Hathmore were abducted at the age of 16 from to a top secret Aurulean science facility located in Var'shiri Nebula for experiments that where to enhance troops in the field. At the end of Alex's time at the facility he ironical became able to come in to contact with unregulated plasma with no ill effect, the same was said for any other power source, except for of that was emitted by the protoss psi blades. William, however, was not so lucky and almost his entire lower section of his body was refitted with cybernetic parts that maintained them selves, while Carol was fitted with a implant that allowed her to program or reprogram electronics, especially nanites as well as programmed all medical perseguers. After the completion of the test the three planned to escape, looting any thing that might be useful. The plan worked with them leaving the facility burning in plasma fire. armed with experimental weaponry such as the plasma marine suit and rifle, the Bio hazard rockets and full supply of nanites as well as the ship the three escaped to the Tirion Republic. The Republic do not know that they are escapees from The Aurulean Technocracy but a Team's past and demeanor doesn't matter so much if they works hard and contributes to the Republic. No one will bring up their past, right?
Currently the three are thought to be killed in a "pirate raid", and after them there have been no more civilian test subjects as they tend to die early.
Name: Alex Griafer
Code Name: Cobalt
Allegiance: The Aurulean Technocracy
race: Terran
unit: plasma marine
Modifiers
light
bio
300 HP
200 Energy
3 Armor
3 Mov. speed
9 sight
30 dps(+15 mech)
weapon speed 1
8 range
0 aoe
4 abilities
Overcharge
(5 energy per attack): Adds 10 damage to attack.
Plasma Burn
Burns units for AoE ability. 24 damage over 6 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy
30 sec cooldown
Commanding Presence:
friendly's +2 dps , passive Radius 4
Overcharge
(5 energy per attack): Adds 10 damage to Alex’s attack.
toggle
84 points
Name: William Macduncan
Code Name: Breaker
Allegiance: The Aurulean Technocracy
race: Terran
unit: Bio Hazard Marauder
Modifiers
Heavy
bio
400 HP
200 Energy
3 Mov Speed
5 armor
7 sight
40 dps
weapon speed 1
7 range
0.5 aoe
1 abilities
Bio hazard grenade
Lunches a 1 Bio hazard grenade
causes Irradiate Last 30 seconds 8.3 per second
30 sec cool down
100 points
Name: Carol Hathmore
Code Name: Echo
Allegiance: The Aurulean Technocracy
race: Terran
unit: Combat Medic
Modifiers
light
bio
300 hp
200 energy
3 mov speed
3 armor
4 sight
25 dps
Weapon speed 1
3 range
0 aoe
2 abilities
Life Regeneration
mechanical arms on her back heal friendly's
passive Radius 4 for 10 seconds 5 Hp per 0.5 seconds cost
Medical nanites injector
concentrated beam of nanites programmed to mend flesh and dispense coagulation agents
basically heal + Restoration Energy 1 per 2 hit points
65 points
Ship
Name: The Solstice
Designed as a fast harassment dropship. The Solstice was still in the beta stages of development and the plasma core engine was highly unstable when the three stole it but thanks to the Technocracy the ship is now relatively stable and only has a 15% chance of blowing up and destroying the fabric of space then to the original 95%
Weapons :
ATS plasma turret x 2
ATA plasma turret x 2
Equipment:
Precision Ion Warp Engines
non Radar detectable Standard issued spacecraft hull plating
Active Camo
Weapons 2
Armour 2
Maneuverability 5
Security 1
Cargo 1
Speed 4
51 points
points 300
@TheAlmaity
wait, so if I change the energy cost of Shadow Step i can get it to do 150 damage?
Also this other skill
Sniper Drone (cast)
Energy: 100
-Cygnus deploys a Sniper Drone to help take out targets.
Cool down: 45 seconds
Here are the stats
Health: 50
Energy: 200
Movement speed: 3
Abilities:
-Snipe (cast)
Energy: 150
Deals 50 damage to target unit. Must be biological.
Cool down: 10 seconds
-Auto-Cloak (passive)
Energy: None
The Sniper Drone automatically conceals itself after 5 seconds of no action.
Cool down: None
@ChaosInfinityLord: Go
In general, 1 energy is worth roughly 2 points of damage. Seeing as you have an all-hero team, you can have slightly stronger abilities so the added utility of a teleport can pass as well. I reduced the damage on that ability before because you gave it a cost of 25 energy - Which was not worth over 150 damage. If you want Shadow Step to do damage, go for roughly 1.5 damage per energy or 1:1 with a bonus to a specific type or something.
Blink by itself is an ability that already exists on the stalker, so obviously I'm not gonna make any similar/identical abilities weaker than what's already in the game, especially on hero units. So pick between straightforward teleport with only a cooldown, or one that does damage and costs energy as well (Damage is proportional to energy cost)
Also, it seems your abilities call her "Dawn" while the hero character is named Cygnus :/
And that would be a fourth ability... First of all I'd like Orloth's and Wind's input on the drone, but I think its ok (Lower cost of its snipe to 50, so that it can actually be useful considering it has no weapon), and second of all I'd like you to edit your first post with all the changes (Including replacing 1 of the 3 abilities of Dawn with the drone if you want it)
@Squiggly
You still haven't fixed your abilities.
"Passive" and "for 10 seconds" contradict each other, it's either a permanent passive or it's an ability that is used and has a duration.
"5 hp per 0.5 seconds" should be worded as 10 life/s
"Cost" is missing a number
I said in my previous post that this should be changed to 3 life per 1 energy, to be equal to the medivac heal.
8.3 per second what, damage? 8.3 by itself is a very odd number.
Also, again no energy cost listed...
If you want a grenade that deals damage over time, how about 100 damage over the course of 10 seconds on units in a radius of 2 for 75 energy?
Some buffs.
@Everyone
If you don't list ranges for abilities, I'll assume 6.
Wait did I mess up the names? Dammit oh well will fix that.
Edited first post with everything and changed the Sniper Drone's snipe to 75 damage costing 100 energy
@ChaosInfinityLord: Go
Sorry for not replying >.> Keep getting sidetracked. Will probably approve your characters as they are, but I just found one little detail I overlooked - One of your stealth abilities reduces your attack speed by 0.5, which at a base attack speed of 1 is a DPS increase of 100%. I'm sure you'll agree that that is quite a lot, and your penalty is merely loss of kiting potential. I think you should maybe go for something else there, or make the attack speed reduction less drastic, up to you really. Im kinda tired atm so I won't suggest anything cause it might end up stupid.
EDIT: And change the wording of your stealth bonuses to say "when undetected" instead of when cloaked - Those bonuses should only apply when your opponent is taken by surprise, cause otherwise those are just a fancily worded free upgrade to your abilities seeing as your cloak is free, has no set duration and practically no cooldown.
Didn't see you updated your characters Chaos.
In addition to adding Chaos' character to the approved list, I removed all the inactive ones. Got em saved on my comp though, so if anyone decides to rejoin I can easily add em back on the list.
Well im back. it seems I have been approved. Can't wait to start :D
@ChaosInfinityLord: Go
Go for it? Can't wait to read a new post =P
@ChaosInfinityLord: Go
If you don't have any plans, read the last few posts from Xgermkill - There's something I want to do regarding the Outsiders, which starts with his mission, so I'd like to know if you're up for continuing where he left off.
@TheAlmaity:
I guess so, but do you want me to continue from where he left off or to start over again?
@ChaosInfinityLord: Go
Well, you'd technically pick off from where he stopped - It's not like those fleets he had disappeared into thin air. So it's what, 2 pirate fleets and a Tirion support? You'll probably want a bit more than that, especially if you consider you have no army of your own but only hero units unlike xgerm. If you have skype, add me (search for mighty.maity) so we can talk this over in more detail.
Ofc, if you want to start over, you're free to do that as well
@Wind & Orloth What are our rules on inactive characters? Can Chaos take Xgerm's ship with him as part of the fleet? (Possibly without hero units on it)
If I can suggest something, you could handle it as people going AWOL. For example in Xgerm's case, his ship would've just left the fleet at some point, keeping his backup waiting, and never returned. You can even make (simple) posts on that of captain's going "well this guy can't be trusted apparently" and then heading back for new orders. This would make sense lorewise and would only become slightly problematic if an early leaver ever returns to pick his old character back up.
It would also present a real consequence for not writing yourself out of the story before going AWOL. When someone comes back, they should have to deal with the consequences of their actions, like any other situation.
So would I have been part of his fleet? or would I have just joined in?