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Clownfish and Sea Anemone #92

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emilkris33 opened this issue Apr 25, 2012 · 5 comments
Open

Clownfish and Sea Anemone #92

emilkris33 opened this issue Apr 25, 2012 · 5 comments

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@emilkris33
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A great addition to the game would be a "Clownfish"(Fish) and "Sea Anemone"(tile).
The idea being that the Sea Anemone gives let's say 1 point of damage to every fish that move on it. And maybe an extra for ending your turn on it. Being fx.
Movement Cost 1
Special 1 damage

Then the Clownfish would be able to negate this damage. Being fx.
Max HPs 10
Attack 5
Defense 0
Speed 2
Cost 10
Special Negate Sea Anemone damage

And best of all it is actually how stuff works in nature. KINDA

@quill18
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quill18 commented Apr 25, 2012

I like it.

@Joker007cronic
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Perhaps the clownfish should have slighter faster movement on Sea anemone tile as well, like a 0.5 cost per tile.

It would be the opposite of a bubble tile, where the only unit that can pass through it is the turtle. A Sea anemone tile is something you'd avoid with all of your other fish, so -just- negating the damage on clownfish might not make clownfish worth building.

@Joker007cronic
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Or how about being Clownfish being invisible while on anemone? (Can't edit previous comment.)

@emilkris33
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Being unable to attack the clown fish while it being in the sea anemone(except with an other clown fish) would make to totally sense. That is again, kinda, what happens in nature.

@emilkris33
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Or, come to think about it, maybe not unable to die but rather a defensive bonus or a bit of damage to the attacker.

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