ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Jul 29, 2013 14:10:58 GMT -5
Templar's must take babtism by fire to a whole new level. In the most recent update, captains cannot be killed by Hydra Plasma. They lose HP, but can keep moving even without any green bars. It wasn't untill two turns later that I lost. Funny thing, the Game Over screen kicked in when my NEPTUNE next got hit. I'm going to try to repeat it. Kindle Fire V.1.7.9
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Post by Cory Trese on Jul 29, 2013 14:12:45 GMT -5
Very interesting. That's possible, I will have to look at the code.
On a side note -- what do you think about this idea for Templars?
Templars could keep fighting with 0 HP until they took another hit.
In Brutal a Templar is considered "dead" with 1 HP and keeps fighting.
Maybe we should extend that element (which is part of the canon) to other difficulties?
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Jul 29, 2013 14:20:55 GMT -5
Sounds great! Perhaps it could be a "life support" armor trait? A last boost of adrenalin and nanomeds to keep the near dead Templar alive long enough for a last stand. Or untill he gets hit again and splatters. BTW, repeated it with different classes taking a hit after the captain walked on the fire tiles. Every time it triggered the Game Over screen.
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Post by Cory Trese on Jul 29, 2013 14:24:58 GMT -5
Sounds great! Perhaps it could be a "life support" armor trait? A last boost of adrenalin and nanomeds to keep the near dead Templar alive long enough for a last stand. Or untill he gets hit again and splatters. BTW, repeated it with different classes taking a hit after the captain walked on the fire tiles. Every time it triggered the Game Over screen. Cool. I can fix, I understand the bug now. I think the Life Support feature would be built into almost any non-Scout. A Chaplain would be able to heal a 0 HP templar back to life. This thread needs slayernz
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Jul 29, 2013 17:01:27 GMT -5
Just realised this is the CK forum. Oops.
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Post by slayernz on Jul 29, 2013 19:22:39 GMT -5
Moved I would think that if you can have a knight fight at 0 HP, then he should only be able to move 2AP per turn. It's certainly a lot better than seeing a smear where your templar was standing, but he/she shouldn't be able to continue at full movement until the next hit. Also ... why would only non-scout knights have this miraculous ability? Surely scouts should have this capability too because they have to get back from their advanced positions to inform the captain of the situation.
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Post by Lt. Hathaway on Jul 29, 2013 19:38:45 GMT -5
Well, not giving it to scout armor might get a scout captain or two into command armor, which would be one notch towards balanced officer classes. You can argue that there must be SOME reason they don't put all troops in Scout armor.
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Post by slayernz on Jul 29, 2013 20:13:14 GMT -5
Scouts are skinnier.
That, and they don't smell quite as bad. Not that has anything to do with who gets to wear the suits, but they don't. It's a fact. The grunts are none-to-fond of being reminded of this aspect of soldiering, but they decided that being in the thick of things was more exciting than being clean. Scouts, on the other hand don't like reeking for the mere fact it tips off Xeno's to their location.
Now of course, Xeno's still seem to know scouts are nearby ... it could be because the suits have all these blinking LED lights, that and each step in full battle armor sounds like a pneumatic jack hammer ...
... but they don't smell.
Not like those filthy Steel Song FDF. They're so filthy even Xeno's avoid them.
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Post by Lt. Hathaway on Jul 29, 2013 20:21:48 GMT -5
You know, I recall something like that, except it was explaining why Chaplains won't wear scout suits, no matter how they're cleaned.
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Post by Cory Trese on Jul 30, 2013 12:33:10 GMT -5
The Scout class is actually a social and familial caste in Templar society.
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Post by Lt. Hathaway on Jul 30, 2013 13:58:44 GMT -5
Wow, that's really harsh. Other Templar families have kept Scouts away from their daughters for thousands of years!
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Post by slayernz on Jul 30, 2013 18:10:50 GMT -5
Hmmm .. that would explain a heap. Scouts are naturally faster and quicker (and less smelly) because they had to do their courting in "enemy territory". Trying to have a relationship when your prospective in-laws actually want to shoot you (rather than just joke about it) is challenging for those too slow to get out of the way of the projectiles.
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Post by fallen on Jul 30, 2013 21:08:36 GMT -5
It is heavily tied with the unique methods that the Templar order uses to focus, hone, and pass genetic qualities down through families lines. Therefore, you can understand why Scouts would focus their genetic pool toward a single goal, and to mingle with a caste that is focused on the attributes of soldiers, for example, would be an unimaginably expensive mistake.
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Post by slayernz on Jul 30, 2013 22:31:51 GMT -5
Yeah ... smelly grunts or pedigree scouts.
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