Time Bender
Cost: 200 Minerals/100 Gas
Build Time: 4
Supply: 2
HP: 100
Armor: 1
Weapon: 10+1, 20+2 vs Mechanical, 20+2 vs Structure
Range: 1
Move: 2
Medium Biological Elemental
Cargo Size: 2
Requires Academy, Produced at Barracks
Abilities
Starts with 75 Energy and gains +5 Energy per turn.
Energy Efficiency
Research Cost: 50 Minerals/50 Gas/4 turns (Academy)
Starts with 100 Energy instead 75, and gains +10 Energy per turn. This ability also applies to Water Benders and Shadow Benders.
Extra Bending
Research Cost: 50 Minerals/50 Gas/4 turns (Academy)
-Haste Energy Cost reduced to 25.
-Blink Cool Down reduced to 3.
-Time Stop Energy Cost reduced to 75.
-Feedback Energy Cost reduced to 25.
Haste
Energy Cost: 50
Target Unit moves twice as fast for the next 5 rounds and it may attack twice per turn for the next 5 rounds. This stacks with other Movement bonuses and multi-attack bonuses.
Blink
Research Cost: 50 Minerals/50 Gas/4 turns (Academy)
Cool Down: 4
Teleport to target Hex you've already explored at least one time. Time Bender is Healed by up to +10HP each time Blink is activated.
Time Stop
Research Cost: 50 Minerals/50 Gas/4 turns (Academy)
Energy Cost: 100
Freeze target Unit in time for 5 rounds. It can't move or take any actions during that time.
Feedback
Energy Cost: 50
Target Unit loses all Energy. It takes damage equal to the Energy it lost this way.
Notes: The most famous Time Bender is Jonathan Tanner. Rumors claim just one of these Time Benders can defeat an entire army of other mutants. I wouldn't try that if I were you, but you should keep that in mind in case it matters.
Is this unit too strong, too weak, or about right?
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Opinion
2Opinion
I will ask a buddy of mine who's into this and get back to you.
Okay, I nerfed it by adding 25 back to all spells initial Energy Cost and having Extra Bending reduce it to the original cost. I also nerfed Cool Down for Blink to 5 turns with Extra Bending and 6 turns without Extra Bending. That should be fair now, because there are units which counter Time Bender and other Benders.
I reiterate this is way too complex for most people. The complexity really removes the fun.
There is no way to simplify it anymore without just becoming a direct clone of Axis and Allies, which is way too simple for me to play. I win Axis and Allies on Turn 1 every game, while other good players need 5 or 6 turns to win, and noobs need 20 or 30 turns to win. Understand? That's boring as Hell to me.
Like I tried a Simplified version of the Game, and it ended up not being to my liking. Units that only train in one turn and die in one or two hits every time (Axis and Allies,) well they are no fun.
Using Random Die rolls to determine the outcome of every battle is no fun.
Okay, so a few of my units do use random chance: either flipping a Coin or rolling a standard six-sided Dice, but those are exceptions, not the General Rules.
As a General Rule, the RTS community and Turn-Based community both dislike Random Chance determining the winner of battles.
This is no more complicated than playing Civilization 2. People used to play five-hour games of Civilization 2 at local gaming LANS and from their homes too.
Some of the best StarCraft 2 players were 15 or 16 years old when they won the World Championships for an entire 3-month season while playing against 25 years old players.
You are under-estimating how intelligent some gamers really are and selling people short in my opinion.
My Nephew is some kind of 12 years old boy genius who placed 10th in the National Science Bee. I bet he can understand this game, although I haven't shown it to him yet.
Look, I'm definitely open to suggestions, but I am intentionally making the game more advanced than Axis and Allies.
I wouldn't want to intentionally alienate players from the game, since I'm hoping to sell a final version of the game to Hasbro or another toy company for marketing, in a form which is more polished of course.
Anyway, a Two Resource system is provably superior to one Resource. For example, Hell Hounds having a 75/25 build cost is NOT the same as a Command and Conquer style cost of say 100/0. A unit with a 75/25 cost can be trained 1/3rd more often than a unit with a 100/0 cost. understand?
It's also possible that in the future I will create a final draft of the game as an actual turn-based strategy game for the computer.
Are you really 43 or 13?
Hey, dummy, there are about 20 million people who play Real Time Strategy games and another probably 100 million who play turn based strategy, not even counting Chess and Checkers players. The best StarCraft players became millionaires by playing video games.
It's necessary to have units which can break stalemates and also punish opponents from either turtling or over-specializing. For that reason, strategy games tend to have something like this available in the late game. Otherwise, a defensive player who just sits in their base indefinitely becomes very difficult to finish off.
Time Bender is really good against mid-game and late game units, including the other two types of Benders. It's not very good against an opponent who is just massing the tar out of infantry units, such as Commandos, Hell Hounds, or Rocket Infantry. Time Bender also gets clobbered by Vosks and Brain Eaters, but those are both late, LATE game units.