Still a work in progress, just trying to draw on paper units wich I might try to model later on. This is kinda the first time when I draw game stuff, so my concept arts won't be that great :lol: I tried to fix it up in photoshop to get an idea of how it would look, I'm trying to find a way of adding some more details as I can't use a tablet so I'm limited to the tools PS has. As for how it would work the back of the tank has some water like skys wich would allow water transportation plus protection on the front. It would mostly slowly glide on the ground but it would be a lot faster on water.
Dammit! But mostly this is just to get started on modding and drawing, really. I actualy want to make cooler stuff such as robotic spiders, air units, some buildings and better stuff.
The problem is they were vulnerable whilst underwater, what if you could have them float like many amphibious vehicles of today. Alternatively have hovercrafts, something which I enjoyed in TA.
They were quite common in SupCom, some units, like "The brick" were even designed to live under water, with torpedos and stuff. Ok, those were mechs, not tanks, but thats almost the same. Problem in TA was the lack of oceanic maps, therefor amphibic units never played an important role as you had rivers at most and even those had always fords. But since we are about to get water planets...
I'd love to see hovercrafts, but the trick is keeping them balanced, yet useful. In TA, they are worthless vs other players (not the ai). Yet if they made them as strong as normal tanks, it would render normal tanks useless. Most maps you see online these days have lots of water (like coast to coast, or esp. any of the Gods of War maps) in them. Hovercrafts are still considered useless (like I said before, hard to keep them useful without making other units useless). If people want amphibious land units, they always build pelicans.
Oh but this tank isn't supposed to go underwater. :lol: The tank's cannon could become a mobile mini artillery on the water but it might be too unfair.
That's why every non gigantic tank class unit should be anti-grav only. Maybe light artillery too. AK bots for their fast movement, laser weapons, light armor, good maneuverability. Tanks are the heavies with mostly high energy kinetic weapons, worse maneuverability, slow aiming, spread damage, so vulnerable against many spread AKs. No doubled cross function units, no confusion, no balancing nightmare.
but most units in supcom like brick, wagner and so on, that used dual weapon system (like torpedos and laser gun, anti air and guns, rockets and guns) had one weapon that sucked. Wagners took years to kill t1 subs, bricks the same, or Fatboy anti air sucked too. But thats how it needs to work to prevent units like that to be "imba".
In FA the amphib units are pretty balanced. The important thing I think is that they should have another role outside of their water crossing role. It shouldn't be a slightly weaker tank that can go over water.
I always found hover-units' impunity to torpedoes problematic. Any unit not focused on anti-submarine warfare (ASW) should be a sitting duck to them. So IMO amphib units should float on the water, or trundle along the seabed under it, and if they get caught unescorted then it should be 'goodnight nurse'.
Maybe I should design an amphibious unit wich can be used to carry 4 tiny robots or 1 big unit on the sea while still being able to protect itself properly.