Many people have suggested a variety of possibilities for making beach heads on controlled planets. I have suggested drop pods, which is what the unit cannon would do essentially, but there is another aspect to this which I haven't seen anyone think of yet. What about deployable defensive structures? You would build them with fabbers, and then they would either be transported or would move on their own (orbitally) and then align to where you want them sent on the surface. They are then rocketed to the ground, and deployed as a defensive structure. This could make for AA or flak towers being used to secure a location for a gate to be built. Orbital fabbers with the ability to build flak cannons would not work because patrolling bombers would destroy the towers as they're being built. I was inspired by this picture.
I dunno about deployable defensive structures... I just want drop pods that can carry a lot of units. Skip to 1:08
I like the idea a lot actually. Its a defense that can't move. And also provides a good anti unit ability for landing a teleporter or other units via unit cannon. Plus it is build able from an orbital fabricator which would be great for layer interaction. I hope Uber spit balls this idea a little bit.
A defensive structure that clears out the local area? What's to stop a defender from using the exact same thing? Don't pretend that stationary defenses are somehow useful for an assault. They aren't.
If you're invading someone's planet, then you've already conquered their orbital space by this point so they wouldn't be able to build them because you've destroyed their orbital fabbers. My suggestion differs from yours. I'm suggesting orbital fabbers having the ability to build small defensive towers in a planet's orbit which can then be sent and deployed on the surface permanently. You're suggesting a large scale lander-mothership with defences.
Who says an orbit has to be conquered to make an invasion possible? If anything, units should be droppable no matter how armored up the enemy is.
I never said that. You asked what would keep the planet's owner from using the same thing, and I said that if you use orbital to invade, then taking out his orbital fabricators would stop him. He still could build them until his fabbers were destroyed though of course...... In the context of how I imagine these defensive towers being used, I would imagine that they can not travel between planets (small, just enough fuel and mass to land on the planet), so you would have to build them in the planet's orbit. That would mean you would have to defend your orbital fabricators, and the towers themselves until they were used. This would make building an orbital presence more important (something that isn't that important in the game right now) because these towers could be used on starting planets to aid units and fortify positions as well. I think it would be very fair. The defense pods would cost much more than their land-born counterparts to make up for their surgical role.
But that's entirely dependent on reaching an enemy gravity well, finding a spot that isn't defended by the exact same things, and then being left alone. It's a pretty damn tall order, to say the least.
I don't really see your argument here. These pods are for making beach-heads. You wouldn't be deploying them in open, undefended areas. Their purpose is to make open areas for you to build a portal and bring in an army. This would be a way to counter bombers and fighters patrolling entire planets. There could be anti land-unit tower as well.
Was playing Universe at War last night and was thinking why not have big walkers like the Hierarchy that you build and launch at an enemy's planet that bypasses orbital, here's some points about the walker there would be a teleporter mounted to the underside of the walker would be equipped with a slow firing small aoe weapon and t1 anti-air would have enough armor to survive 1 nuke
There are a lot of threads suggesting large invading units already. That's not what I'm discussing here though.
Something that can clear an area can just as easily make an area impossible to clear. You fail to recognize that these players are fighting with the exact same things. Also, any amount of T2 artillery has something to say. I think it's "NO".
No I don't fail to recognize that. I gave you a direct response to that concern. Adding to that, these towers would have the same attack strength as those built by land based fabbers so you would need to build more than one to make any use out of them. Just like the normal towers can be destroyed by a large enough army, so too can these. For example, a missile tower 'drop pod' would have the same amount of health and damage as the t1 missile defense tower a bot or vehicle fab can make. It would just be more expensive to make.
No that is not a response. Do you know how stalemates happen? I'll give ya a hint. When the only response to a heavy defense is to attack with an even heavier defense, the game is going to stall. It is not a matter of numbers. The response is simply broken.
What I'm asking for is an expanded implementation of something that is already in the game. Your argument is not valid here. If you have a problem with the game's current defense towers and options, then gripe with Uber about it, not me. You seem like you're picking a fight just to pick a fight, and I'm not going to indulge you.