Piece suggestion thread
Continuation of original / old forum thread:
www.kongregate.com/forums/32630-chess-evolved-online/topics/624204-piece-suggestion-thread?page=116
Continuation of original / old forum thread:
www.kongregate.com/forums/32630-chess-evolved-online/topics/624204-piece-suggestion-thread?page=116
So I was experimenting with some ideas which morphed to this Minion. The temporary Magic/Ranged/Status immunity is meant to mimic the transcendence that dervishes are said to attain from spinning.
I also took this opportunity to show how I believe Pathing abilities should be grouped.
I wasn't at all sure what the piece values should be, so I just left them as the default values.
"Bonus" question: once the main post is no longer top of the list, does anyone other than the person I replied to even see these?
Is there a way to see all new comments (other than checking each post for number of comments, which is invariably bloated by bot responses)?
I believe the activity log is supposed to show all comments/replies, but it remains unfinished. This thread could possibly warrant being pinned, but has some overlap with Dawn of the Phantasms (nobody has solved it), and an ideal piecemaker thread will also have all the relevant links. Once one is made and pinned, one of those relevant links could be this one as well, for reference, but you are right in thinking something is amiss with the way that activity is displayed - it is honestly kinda broken atm.
So originally I was trying to make a piece that split and then attacked by combining its two halves. I wanted it to be a melee (non-magic) unit, but couldn't think of a good theme, so eventually I gave in and just made a magic-themed unit:
I added the "slide to next space" after leap-attack because I thought it was interesting (you can perform the leap-attack if the space beyond the landing square is occupied, but can't go directly to that space or leap-attack if the landing square is occupied).
Edit: Just noticed that I didn't actually need "Unblockable" on the Move/Swap/Leap spaces (and in fact they just confuse things, I think) -- so imagine it without that bit of silliness.
Illusionist splits to MirrorMage (not available separately):
If one MirrorMage is killed, it obviously cannot combine back into Illusionist, so I gave it some extra utility with the temporary self-transformation ability.
It should be noted, however, that if one runs more than one Illusionist (of the same tier), it is possible to combine halves from the different Illusionists.
Thinking about how the newest and craziest unit - Gluttony, will affect not only gameplay, but the acquisition strategies and P2W debate (if we had chat), similar to Voidmage after previous patch. Here's game mechanic idea:
AgentOfTheCrown
Either some action squares, or augmentation / passive: "If your opponent gifted you RP since your last win against him, you can not attack him / use this action."
Because opposite of Pay2Win is not Free2Play, but Bribed2Lose :) .
Cannon, one of the three most important offensive pieces in chinese chess. Maybe not that powerful on standard chess board, but it's mechanic is new to CEO.
first description
second description
Edit: Leap over the first unit on the path and attack the second unit along the path.
diagonal version, I named it Catapult
first description
second description
Edit: Leap over the first unit on the path and attack the second unit along the path.
Like how blocking make them powerful, must be fun if got to play them together with other pieces from CEO.
Edit: picture for second description crush as I save them. So, I do it manually.
This mechanic seems quite nice and thematic, we have both leaps and path attacks, this looks somewhat of an overlap between them. However, while this is not as directly strong as unblockable attack itself, it is in some regard similar to it as well. Range 8 on it is therefore a big NO imo, you could kill king turn 1 as black. I don't know under what circumstances you could give this attack more range without being as strong as unblockable at same range.
Is it different enough to make pieces that would be balanced with same unblockable range but with this ? I'm not sure. Also, I wouldn't call it cannon and catapult, those evoke ranged attacks without changing own position.
You have to think about your first move carefully your opponent got one of these. As for the names, you can imagine an army of soldiers moving them XD. Frostress roaming the chess board no problem.
They can only move like rook or bishop while not attacking and must leap over exactly 1 unit in order to attack.
If given shorter range, they may become less useful, since their power decrease greatly late game when unit on board become less. I believe they are more effective in threatening than real attack since attacking on highly pack board early game usually mean suicide.
To defend against them, you can either: 1.move away the under threatening unit, 2.move away the unit that work as the material for leaping, or 3. move another unit in between the leaping material and the target of it. For me, it varied the game play.
In the second description, I actually make the higher-tier gain leap-move instead of normal move. Unfortunately, that picture was not save.
It is not that effective against a king since a king is not limited to certain area on board and has quite good mobility.
This is my first piece suggestion, value may need to be changed to be really balanced. One of its sinergies would be wrath in my opinion because if enemy doesnt capture back the petryfied piece one of yours will get +5 morale. Lich would also benefit from this piece because of the extra morale.
I think other stunners (Hydromancer, Medusa, ...) still seem better, because thay can also kill, and this at +++ for 14 seems a bit much. The added value to enemy seems like I don't want to do it without making sure I kill it, so kind of losing the time-buying aspect of petrify. I do like the theme of value increasing, but this / current suggestion doesn't too appealing, maybe try some other twist with it.
As side note, it would be helpfull to add the description as text, images gets shrinked too much, need to save it to read.
Ok, this is actually Berolina pawn.
Take it as RedCoats anyway. Why, cause they tend to line up like RedCoats. Nothing special, just a diagonal version of pawn, and it promotes to rook in CEO. the end
I like this one. Very simple, new to CEO, and nice combination of skewing the most notorious minion :) . Also, maybe having a backwards attack could be possibility, although maybe that would be a bit too good, at least compared to pawn.
Glad you like it, feel happy for Berolina pawn.
Of all the things about this suggested piece, I like the name for sure, and am mostly interested in the feedback for the trigger.
Image is small, so for easier reading:
PastForward
"[Pay 1]: Trigger: At the start of your turn, adjacent units - if a unit had any of its moveset, passives or augments changed during the game, restore it to original. Does not trigger on or restore morale."
Usage:
Would that work on armor/tombstones?
Well, that seems a bit too good for armor.
(Illusion)Lynx
The new / special (pink on picture) action is: "Link target. It is assimilated with this piece, and all previous linked units become copies of the new (targeted) unit. Killing, transforming, and inflicting effects on any of the linked unit affects all linked units."
Credit for theme / inspiration - vro29-34k [main_gi].
Why would you make + strictly worse than base? (assimilate overwrites movesets, though the pink ability could be rendered immune to overwriting)
It's one thing to have a sidegrade, it's another for a tier to be a straight up downgrade, it's yet another for it to also be a strict imbalance
Creativity - 5/5 - Link and assimilate, probably should be limited to one especially if this is a minion.
Theme - 3/5 - The joke is funny at least
Execution - 0/5 - Strict imbalance in the piece itself, and assimilate/link might spiral out of control (though the weakness of link tries to keep it in check)
If I'm reading this wrong and the linked piece actually assimilates the Lynx's moveset and not the other way around, you have what's technically a sidegrade still. In that case I'd rather have the moveset resemble base's moveset, but change the squares like this (keeping all abilities on Range 1 requires resorting to orange using range 1 green squares, or using unstoppable, or making base immobile with junk squares):
base - D is a "junk" ability that does nothing but overwrite D with useless abilities
purple - D is move only
orange - D (alternately F) is standard melee
red - D is yellow swap (alternately, all squares are standard melee)
The wording was meant as reverse direction compared to Gluttony, so the moveset keeps what it had, and only adds new squares onto itself. Base is stronger as + only for pieces that wouldn't have better square to be added on instead of move.
With these in mind:
I would always prefer to add better squares in range 2 then just move. And, maybe not melee, but ranged / magic, so they can threaten squares without needing to die for it (e.g. fireball, archer, ...).
The scenarios I originally thought could be typical:
However, the longer I think about building army with this, the more I find it's too good / exploitable.
You can:
So while it is all nice to combine and imagine on your side, once it stands across the board, and you are on receiving end of it, all fun ends there :) .
Still, the ideas are nice to explore / theorycraft.
edit this image into original post to give thread an icon:
this post would also be a good place for piecemaker links, including forked/cloned backups.
This post has received a 20.84 % upvote from @boomerang.