loki1232
Loki
Kael said:We have 5 main variables to play with on catapults:
1. Combat Strength (3)
2. Withdrawal Chance (25)
3. Collaterral damage max- max damage it can inflict (50)
4. Collaterral damage targets- max units it can hit with collaterral damage (6)
5. Bombard Rate- how much defence it removes from a city (15)
Standard:
1. Combat Strength (3)
2. Withdrawal Chance (80)
3. Collaterral damage max (50)
4. Collaterral damage targets (6)
5. Bombard Rate (15)
Basic so i haven't changed anything.
Doviello:
1. Combat Strength (6)
2. Withdrawal Chance (80)
3. Collaterral damage max (100)
4. Collaterral damage targets (3)
5. Bombard Rate (10)
My idea of this is a catapult that is really powerful but can only kill a few enemies at once. Also low bombard rate.
Clan of Embers:
1. Combat Strength (5)
2. Withdrawal Chance (50)
3. Collaterral damage max (50)
4. Collaterral damage targets (10)
5. Bombard Rate (10)
I think of these guys as suicide catapults. Just 50% withdrawal. High strength and able to hit many at once but able to take away more than half of their hp. Low bombard rate, but attacking normally reduces city's defense by 30.
Dwarven:
1. Combat Strength (5)
2. Withdrawal Chance (80)
3. Collaterral damage max (70)
4. Collaterral damage targets (6)
5. Bombard Rate (25)
Just uber catapults. Those dwarves.
Balseraph:
1. Combat Strength (2)
2. Withdrawal Chance (95)
3. Collaterral damage max (90)
4. Collaterral damage targets (15)
5. Bombard Rate (20)
I think of these guys as an evil carnival that fires evil spirits at the city. Low strength but very high withdrawal and can hit an entire city at once. Can't kill enemies totally but can reduce much of their hp. Medium Bombard rate. In a word--Pesky.