One question that should be answered first would be: Should Invisibility, Ethereal and Immortal be made equivalent to each other? Or is it acceptable if one outclasses the others?
An idea based only on my my knowledge of the words and experience with stories and rpgs:
- (the most appropriate) - Invisibility
Cannot be targeted, but affected by global spells and shields. Can be turned on/off once per round. (like burrow)
- Ethereal
Can be targeted, but any incoming effect from the opponent has a 75% miss chance, including shields.
- Immortal
Immune to damage.
P.S. a side idea for coding Immortal that would also give unrelated options in the future would be to give all creatures an armor rating that reduces damage received. It would be set to 0 for most creatures and the Immortal ability would set the AR equal to damage received.
This has just taken a massive step backwards. I'm guessing you haven't read the previous 3 pages on this thread.
- Your version of Invisibility is exactly like Burrow, except no damage reduction and they are effected by shields and global effects.
- Your version of Ethereal will be shot down by 90% of the people on this board. People don't want more % and random effects.
- Immortal is the same as what has been said before, but the whole Armour Rating... No chance of that being implemented.
One idea regarding Invisibility:
Cannot be targeter by the enemy, if you target the invisible creature with a spell it will become visible again.
Then I have to different ideas:
- Invisible creatures will do more damage, but as soon as they attack the invisibility will cancel.
- Invisible creatures become visible just if they receive damage or a buff. No attack bonus.
If they lose their invisibility as soon as they attack, then it will be entirely pointless. Considering you attack at the end of your turn, none of your creatures would be invisible any more - making them all vulnerable to your opponents next turn.
Another option, that would require some sort of new code; would be to have the Invisible ability trigger
after[/u] the creature has attacked. So, you pay your
, then end your turn. After the creature has attacked it becomes invisible. Then, it becomes visible again after your opponent ends his turn. This way, you would have to pay
every turn, for each creature, you want to keep invisible. So, ultimately, they are only 'invisible' during your opponents turn.
If we split Ethereal and Immortal they'd probably be weaker separately, but if combined be even more powerful what we have now. To offset it a bit change the ability cost for Anubis to (or more)
How would they be weaker separately?
An Ethereal creature cannot have ANY spells put on him, so no positive buffs and no negative buffs, or damage effects.
An Immortal creature cannot have ANY damage put on him, but CAN have positive buffs or negative buffs. For example, Lobotomize and Liquid Shadow will both remove his Immortality status. Rewind Time and Antimatter will also completely ruin a deck using Immortals.
The only way you can combine it, is to have an Immortal creature, presumably costing 4-6
, then putting a few buffs on him, Blessings 4-6
, and then finally making him Ethereal 3
. It will be so expensive to combine the two status', that I doubt anyone would go through the effort.