It's time to talk unit ideas

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

  1. silenceoftheclams

    silenceoftheclams Active Member

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    I see the beta turrets are getting to you. But I agree wholeheartedly.

    Also, how about a T2 gatling bot on a 4-legged chassis with high ROF and turret turn speed specialising in cleaning up T1 units and soaking damage, but gets spanked by levellers.
  2. cola_colin

    cola_colin Moderator Alumni

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    spider bots, woohoo, spider bots yuhu. Spider bots! :D
    Some sort of unit that can walk up/down mountains and stuff would indeed be cool, as currently planets with 70% mountain mean pretty much air only.

    -mobile stealth field generators (no idea what the current situation is about these, are they a confirmed/denied feature?)

    - some sort of rocketlauncher, meant to fight moving targets over high range. So maybe with a bit of homing on their rockets. Would be countered by anti rocket stuff or simply by faster bots.

    - an unarmed unit that can transform into a factory. Meant to be used to quickly gain ground when assaulting enemy planets/islands/whatever it deploys and transforms. It's one way, so after it transformed it is an immobile factory that can make a few basic units. Maybe it could even only make a set amount of units before it breaks.

    - units that do low amounts of damage, but have a high splash so they are good to kill large amounts of weaker units.

    - some sort of mobile artillery that deploys and uses energy for it's shots. A mobile siege weapon basically.

    - super crazy fast raiding bots with very low hp and high dps

    - hovercraft
    arm24, iron420, fergie and 2 others like this.
  3. aeonsim

    aeonsim Active Member

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    What I'd like to see with regards to additional unit capabilities are:

    First the Crazy idea then the more sensible ones:

    Crazy, but fun (probably to much work).
    Viral Warfare/Mind Control Ability/Unit: Instead of doing damage it converts X number of HP worth of units in it's target area to your side for 5-10 seconds

    Teleporting/Jumping Assault unit: Moves fairly slowly then automatically teleports/jumps it's vision radius or slightly further in a straight line. Then a several second cool down before it can do so again. Used for breaking through enemy fortifications. Ie they approach then teleport past the Towers/walls.

    Sensible:
    Intel Units:
    Basic: Radar units
    , just enough radar range to allow units to shoot outside there vision when included with an attack, maybe 2/3rds basic radar.
    Advanced: Radar Jammers: Use alot of energy but either cancel radar in a small area or replace the individual icons with a big one that hides most of the units.

    Sniper or Anti-fortification: Massive damage line of sight and long reload time + Cloak and or Anti radar.

    Advanced Cloaking: An ability to build either a unit which cloaks other units at huge cost or Cloaks it's self and has moderate damage.

    EMP weapons: to stun other units.

    Resurrection units: Allow them to patrol behind an attack wave rebuilding the dead units as they drop out of formation.

    Sprinting Unit: High speed little health decent damage for raiding.

    Assault Engineer: Heavily armored engineer that can be used to build forward bases & or turrets while under fire or as part of an attack.

    Heavy Assault unit: Massive health/armor with very short range weapon can just move through moderate defense as though it wasn't there. Possibly more sane alternative to a the teleporting assault unit.
    Last edited: September 30, 2013
    arm24 likes this.
  4. Helpsey

    Helpsey New Member

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    The walking ships from SupCom2 were pretty cool.
  5. killzone5017002

    killzone5017002 Active Member

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    1. How about a unit that can remove trees? Since we are going to have trees implemented to be interactive, there should be some type of unit that can make roads/trails through a forest. T1 could mean smaller trails and longer time to build, T2 could mean bigger trails and faster tree cutting.

    2. Tunneler, it would be cool to see some kind of miner bot that can tunnel across bases or flank an enemy team base/army. When you move units through the tunnels it would give them a shade to show they are underground. Enemy radars could pick up on this.

    3. Reclaim fabricator, this one can retake broken units and buildings. It takes some time longer then making a new one but the cost is less.

    4. Some flame unit would be amazing. Some people said they would like a flamethrower and I think that would be a good one to.

    5. A unit that can create a shield of camouflage. Range of camo can depend on T1 or T2. How this would work is this unit can make an army within its range disappear for some amount of time. This can be disrupted by enemy units moving into the camouflaged unit and exposing them all. The camouflage making unit is weak and slow.
    blocky22 and arm24 like this.
  6. Ringworm

    Ringworm Active Member

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    magnetic mines, which can be air-dropped, propelled by artillery, or just left on the ground. Cause light damage, but many can be used.
    arm24 likes this.
  7. comham

    comham Active Member

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    Pyro/zeus analogues.
  8. cmdandy

    cmdandy Active Member

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    T1 carpet bomber, low overall damage, high splash/area (Maybe t2)?

    Kinetic orbital bombardment platform. The current ion cannon is very precise; this could have a larger splash- but lower damage.

    Get rid of space fighters and make them into defence satellites.

    Anti orbital ship maybe? Might be useful on navy only worlds and feels more reasonable than anti-orbtial tank.
  9. nw7651

    nw7651 New Member

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    Some kind of mobile factory. Maybe a bot factory that transforms into a slow moving spider bot and has to deploy to produce units. Deployment should take time and energy.

    Mobile laser turrets? not as strong as the stationary ones but have to be deployed before firing.
    blocky22 likes this.
  10. EdWood

    EdWood Active Member

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    Mobile Radar Stealth Unit
    Troop Transporter, Air and Navy
    Mobile Missile Defense, meaning against Tactical Missiles
    Radar Plane
  11. maxpowerz

    maxpowerz Post Master General

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    The Buzzsaw Long Range Rapid Fire Tower from TA... mmmmmm
    And maybe call it "The Titan Tower" long range rapid fire tower
    Last edited: October 1, 2013
  12. Ringworm

    Ringworm Active Member

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    submarines with anti-orbital capacity
    insanityoo and archcommander like this.
  13. nw7651

    nw7651 New Member

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    Radar jammer

    +1 crawling bomb
  14. GoodOak

    GoodOak Active Member

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    I'd love to see a return of the Brawler gunship from TA. Not so much as a (sorta OP) strafer, but as a slow moving patrol/defensive unit. I'd like it to patrol a normal route, but when it encounters a unit stop/hover in position and wreck armor with guns and rockets from long range. Maybe a nice tank escort too. Vulnerable to fighters, blah blah. You get the picture. But yeah, improved Brawler is my vote.
    blocky22 and iron420 like this.
  15. crystaline109

    crystaline109 Member

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    -Mobile radar (orbital makes this possibly redundant)

    -Mobile radar cloak

    -indirect fire

    -siege bots (low rate of fire, high damage per shot)

    -skirmisher tanks (high rate of fire, low damage per shot)

    -mobile repair bot(can not build any new structures, can repair multiple units simultaneously)

    -damage soak (high HP low damage)

    -hovercraft

    -amphibious units

    -crawling bombs (with radar cloak)

    -orbital EMP (like the goldeneye satellite)

    -some kind faking bots, super low cost, no damage, great for faking attacks to draw out an enemy or just sit a huge force outside their base and make them sweat.
    arm24 likes this.
  16. Ringworm

    Ringworm Active Member

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    A "snake" unit, full of explosives, for breaching defences, clearing minefields, "surrounding" large units (then detonating), and just plain causing general mayhem
    blocky22 likes this.
  17. cobycohodas

    cobycohodas Member

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    crawling tank for sure

    I also like the idea of a range of tech 1 tanks and range of tech 2 tanks that vary in cost/damage/health/speed/fire rate. There could be the slow & heavy damage unit types in both tech levels, but the higher tech levels will see a higher damage and of course cost. Similarly, you could have your low damage fast and maneuverable units in tech 1 and tech 2, but the tech 2 versions have more damage and speed or have another bit that sets them apart from tech 1 version. Essentially there are lots of tank roles that could be made by varying those items and introducing them at tech 1 and tech 2 versions.
  18. Ringworm

    Ringworm Active Member

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    Turrets that can flail out at nearby units (perhaps whilst it's main weapon(s) are still engaging targets further away).
  19. archcommander

    archcommander Active Member

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    I think I've mentioned the tier 2 'conversion' bot that can change a unit to your team. I was presuming some of the commander meshe could be used in a simplified form as it would be a late game single, hard to construct unit. I also was guessing some of the code from the 'replacing' tier 2 metal extractors could be used. A basic late game unit that has a single function. I don't think people want a commander or a fabrication bot to be able to 'convert' a unit early game. Really hope to see this in game. The dynamic it would add!
  20. Ringworm

    Ringworm Active Member

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    Some "lightweight" units that can be delivered via artillery, directly into fortified bases?

    ok, bedtime now. more ideas tomoz. maybe.
    fergie likes this.

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