It's time to talk unit ideas

Discussion in 'Backers Lounge (Read-only)' started by neutrino, September 30, 2013.

  1. killzone5017002

    killzone5017002 Active Member

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    Sounds epic! I was thinking regular radars to balance it out a little. But the possiblities are endless!
    LavaSnake likes this.
  2. LavaSnake

    LavaSnake Post Master General

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    I'll second that!
  3. calmesepai

    calmesepai Member

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    Double post sorry
    Last edited: October 2, 2013
  4. calmesepai

    calmesepai Member

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    To modify the existing units I try for in overall basic units target single enemy units only.
    Advance units splash damage where appropriate.
    Or.... Some thing similar to the TA roster.

    Crawling bomb radar stealth this time round.

    Mobile unit launcher.

    Radar added to the scouts.

    Hover units would be awesome for the "swampy" type planets lots of land with puddles all the way through it.

    I having a feeling all this been mentioned before me more than once.
    LavaSnake likes this.
  5. xanoxis

    xanoxis Active Member

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    Teleport building for interplanetary transport.

    Unit that fakes radar spots for enemy.

    Slow unit that is weak undeployed, when deployed turns into small turret. Cool for making fast base.

    Unit that have very small dps, but FRONT armor is amazing and protects from much. Just a bait for enemy, and protection for arty (or that small turret).

    Unit that undeployed does nothing, but when deployed turns into great anti air unit.

    Deployed units needs fast shortcut for that action i think, so its not so micro oriented.
    LavaSnake likes this.
  6. jonny002

    jonny002 New Member

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    EMG kbots. pew pew...

    A Kbot who's rate of fire and range starts low but both increase the longer they are continuously firing.

    Some kind of mobile point defence which is fairly fast but weak when mobile, becoming entrenched and armoured when deployed. (add cool downs for undeploying etc)

    A mobile unit launcher or spring board for hopping units over cliffs or canyons.

    An armoured combat engineer, geared towards building defence and repairing units on the front lines.
  7. bellum45

    bellum45 New Member

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    • mass orbital unit carrier
  8. LavaSnake

    LavaSnake Post Master General

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    Teleporters would be quite helpful.
  9. Murcanic

    Murcanic Well-Known Member

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    I'd prefer teleporters that you have to build both side of them to use them :) also mass orbital unit carriers is what i'm talkking about for beachhead pushes ^^
    LavaSnake likes this.
  10. LavaSnake

    LavaSnake Post Master General

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    Yes, the teleporters should definitely be the kind where you need to make one on both ends.
    Murcanic likes this.
  11. asgo

    asgo Member

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    sounds good, and let's call it by its name "stargate" ;)

    the interesting point for teleporters from my perspective would be what their limitations are, e.g., longer transport times for larger units, a generic size limitations (not all units can use them) or total mass/time limitations (e.g. a large group of units would block the portal for a time, while single units could pass continously in regular intervals) etc ...
    iron420 and LavaSnake like this.
  12. LavaSnake

    LavaSnake Post Master General

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    YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    And it needs a DHD in front and a nice unstable vortex effect when it's activated!
  13. hohopo

    hohopo Member

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    so, few of these will be repeated on what's been said:

    Bots:
    - t1 rocket artillery bot: replaces current bot anti air, fires mass unguided missiles at either ground or air
    - t2 hover bot : has same attack as standard t1 bot but hovers, (not really suiting "bot" but I feel suits bot dynamic more, see t2 amphibious tank)

    Tanks:
    - t2 amphibious tank: slightly stronger then ants but can go underwater (for some reason I feel that the current bots vs tanks dynamic has bots above water and tanks below...)
    - t2 laser cannon: fires a long range beam weapon that is good for supporting a large scale battle
    -t1 light arty tank: fires low damage medium range shell, designed to hinder light weight base defence,

    Air:
    - t2 anti sat plane : can briefly move into orbit at high speed (will take significant run up) to take out orbital units
    - t1 transport: what is says on the tin (t1 due to t2 been "specialisation" into that unit type and transports are more support units then dedicated air)
    - t2 gunships: this has been listed plenty of times already
    - t2 bomber: replaces current t2, higher cost to build, lower damage bombs, skims orbital layer for high speed attack runs
    - t1 cluster bomber : drops a cluster of bombs, fairly slow aircraft but can do large damage
    - t1 missile bomber: close to a fighter that fires at ground instead of air, e.g. low direct damage, high speed, low health ( a good harassing air craft)

    Orbital:
    - A repeat of the orbit factory idea suggest several pages ago, launch it at a planet to set up a beach head. It is however only a factory, requires other units to support it (think D-day large transport style)

    Misc:
    - mine missile : built at nuke launcher facility for a fraction of the cost, can be used to delay armies or protect remote buildings.

    in other thoughts, I don't like the idea of directional units as these are going to be a pain across multiple planets(wall units and such).

    Edit: hit enter instead of shift enter...
    Last edited: October 2, 2013
    LavaSnake likes this.
  14. GalacticCow

    GalacticCow Active Member

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    You aren't saying you forgot about the http://totalannihilation.wikia.com/wiki/Galactic_Gate ? It's "galactic gate", don't bring in fancy-shmancy "stargates". Pshh...
    zweistein000 likes this.
  15. siefer101

    siefer101 Active Member

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    STARGATE!!!!!...........STARGATE oh noes what has begun can't be undone, the theme song is starting.... All robots must have a golden stamp on their heads to signify their allegiance to their God-Commander!

    [​IMG]
    LavaSnake likes this.
  16. LavaSnake

    LavaSnake Post Master General

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    NO. It's a stargate!

    YES THEY SHOULD!



    Unite, fellow fans of Stargate! Uber MUST add the Stargate to PA!
    Devak and GalacticCow like this.
  17. borkyborkbork

    borkyborkbork New Member

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    I would love any type of unit that would cause flanking to be required.

    An example of this would be a shield unit that only shields in the direction it is travelling. For this type of unit to be real useful, I'm thinking formations would be required.
    timp13 likes this.
  18. zweistein000

    zweistein000 Post Master General

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    A couple more:
    - An orbital unit (the size of a destroyer) capable of changing between orbital and air level and thus capable of anti orbital, anti air and anti ground attacks.
    - A land ship: T2 naval vessel then can walk/drive over land, possibly a battlecruiser.
    - A T2 tank with less damage/HP then a leveler, but personal teleport system (that reaches nearby moons/planets)
    - An air ship/craft capable of instantly repairing/reloading nearby bombers/fighters.
    - Grinder: T2 Short range assault tank that reclaims enemy units and self repairs, with lots of HP.
    - Spider - a spider bot that burrows underground when not moving to ambush enemies (See ordors dust scout), possibly with gattling guns
    - Seismic tank or bomber with seismic bombs. To bring down those power turtles.


    Other changes:
    - Give bots the ability to walk underwater (but not fight in it)
    - Narhwals need t1 sonar and (anti sub) torpedoes
    - Destroyers need T1 sonar/radar and depth charges as well as anti air capability.
  19. zGeneral

    zGeneral Member

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    +1
  20. zGeneral

    zGeneral Member

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    what about a very tanky unit with little fire power, a sponge or a walking wall kind of thing that is used to absorb fire.

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