It's time to talk unit ideas

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

  1. tornadoevil

    tornadoevil New Member

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    Name: Herculon Battlecruiser
    Theme: Shark with laser beam attached to head
    Role: Naval anti-orbital laser platform
    Usage: This is taking the idea of a support cruiser to the extreme, featuring a giant direct fire laser cannon that has problems firing through oceans and moons. Its range and firepower are excellent however. Relying on one slowly turning cannon makes its use limited to slower and more distant targets, say that orbiting satellite over there, or maybe that nuclear missile.
    Primary Weapon: Twin BFL-5 Epic laser cannon, medium-long reload, fantastic range and damage, slow tracking
    Secondary Weapon (if they exist): a burst fire missile pod, capable of engaging air, sea, land, and sub with various munitions at medium range.
    Defenses: Speed, it has to remain stationary to shoot its main gun however, armor is reasonable, probably half a battleship's armor.
    Strong Against: That fly that you just can't seem to get with the swatter...
    Weak Against: Torpedoes, artillery, massed units
    cdrkf likes this.
  2. Xagar

    Xagar Active Member

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    A ship-based sea-to-orbital weapon sounds like a pretty good idea.
  3. arm2thecore

    arm2thecore Active Member

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    I'd like to see some slower bipedal bots (perhaps for the combat fabber bots?), reminiscent of Silent Running's drones. Inclusion of those bitchin' grills would be a plus.

    [​IMG]
  4. nick2k

    nick2k Active Member

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    Was curious and looked up us navy phalanx. Found this image.jpg
  5. Tontow

    Tontow Active Member

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    build drop pods in orbit that deploy buildings or even a building cannon that fires said drop pods.
  6. carlorizzante

    carlorizzante Post Master General

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    This isn't a new unit but a redesign of the T1 Bomber. 'cos the way it is right now may be a bit out of scope.

    I was pondering if it might be viable to mutate the T1 bomber into some sort of A10 Thunderbolt, an Air unit with Air to Surface capabilities, able to one-shot down an Ant (T1 tank) or an average ground unit, and a Turrets with a couple of passages.

    It could eventually fire a pair of small Air to Surface missiles similar to AGM Maverick Air to Surface missile per passage. Or engage with a sort of heavy anti tank gatling gun.

    It would serve as a more appropriate fighter-bomber unit during the first phases of the game, and you could still find it useful later on, as well. In fact I suspect that T1 and T2 air units could be differentiated more than just in range and damage.

    Here some details about the A10 Thunderbolt II

    http://en.wikipedia.org/wiki/Fairchild_Republic_A-10_Thunderbolt_II

    It is actually a tough machine. In game, its equivalent could fly by at low altitude on a group of tank and still survive.

    The A-10 is exceptionally tough. Its strong airframe can survive direct hits from armor-piercing and high-explosive projectiles up to 23 mm. The aircraft has triple redundancy in its flight systems, with mechanical systems to back up double-redundant hydraulic systems. This permits pilots to fly and land when hydraulic power or part of a wing is lost. Flight without hydraulic power uses the manual reversion flight control system; this engages automatically for pitch and yaw control, and under pilot control (manual reversion switch) for roll control. In manual reversion mode, the A-10 is sufficiently controllable under favorable conditions to return to base and land, though control forces are much higher than normal. The aircraft is designed to fly with one engine, one tail, one elevator, and half of one wing missing.

    600px-A-10_Thunderbolt_II_In-flight-2.jpg
    Geers, iron420 and chronosoul like this.
  7. GreenBag

    GreenBag Active Member

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    red dwarf style scutters basically simple repair robots your bot death ball needs healing they wheel along and repair the damage but with no energy cost
  8. emraldis

    emraldis Post Master General

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    Apparently i'm allowed in the backers forum, Woot!

    That aside, here are some suggestions for units:

    Skot:
    -Type: T1 Bot
    A fast moving medium armour melee bot. Has a somewhat wide ark melee attack, which does decent damage.

    Thumper:
    -Type: T1/2 Tank
    A heavily armored and slow tank with no guns or melee weapons. Instead it has a large thumper (like those in Dune or HL2) in the middle of the tank. It can slow enemies and does a little bit of damage over a large AOE. A T2 version would EMP all enemies in the area for a brief time, and do more damage, but slow allied units a bit and damage them a bit as well.

    Lance:
    -Type: T2 Tank
    A medium armored tank with a large SAM on its back, it can take out any air vehicle in 1 shot, with a small AOE, but has a really slow firerate.

    Zapper:
    -Type: T2 bot
    A medium armored medium speed bot with tesla guns, the shots bounce and can hit up to 3 enemies, but reduce their damage by 20% each bounce.
  9. cdrkf

    cdrkf Post Master General

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    If that isn't epic, I don't know what is!
  10. carlorizzante

    carlorizzante Post Master General

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    Quick addition.

    Platforms, to be placed on water and/or lava. It would allow ground units to move through, and to build land infrastructures.

    Bridges, to allow ground units to trespass forbidden surfaces like water and/or lava.

    Both may be useful to bypass canyons and cracks.
  11. arseface

    arseface Post Master General

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    With the radar change, I thought of an end-game intel structure to replace old advanced orbital.

    Bigass Hammer Thing
    It is a big hammer that hits the ground, giving radar to all grounded units/buildings on the planet.

    This does not include air, naval(barring mexes and commander), or orbital.

    It would be able to effectively give the positions of bases and junk without showing how vulnerable they are to various attacks. The intel gaps it has are all moderate range(nukes and holkins always are grounded) and can be covered by normal towers.
  12. emraldis

    emraldis Post Master General

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    You could pretty much make bridges out of the platforms.

    Thread about platforms here: https://forums.uberent.com/threads/...platforms-buildings-creating-platforms.55568/
  13. carlorizzante

    carlorizzante Post Master General

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    Very true. I wanted to highlight both possibilities. Thanks for the link.
  14. abubaba

    abubaba Well-Known Member

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    Saw this on Uber website on Toy Rush:
    [​IMG]

    Easter egg unicorn in PA confirmed.
    Bastilean and emraldis like this.
  15. arseface

    arseface Post Master General

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    Pariah Fabber

    A t2 fabber based on the pariah card in MTG(not the actual pariah defnition).

    Any damage dealt to the building(or unit) it's working on/assisting is distributed among the pariah fabbers first. Has a decent amount of health itself. For building functional teleporters in beachhead assaults, or giving other combat units a health buffer.
  16. someonewhoisnobody

    someonewhoisnobody Well-Known Member

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    I like the aircraft carrier idea. To add onto that maybe instead have it be an aircraft carrier that is also an air factory on the surface of the water. Would be really good for constant bombardment with aircraft.
  17. mckalistair

    mckalistair New Member

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    Death star type laser you build on a planet that coukd either be a asteroid defence or could be used to destroy (or at lease significantly damage) enemy moons/ asteroids
  18. hmstryx

    hmstryx New Member

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    Infantry. As in real human infantry that dig in, shoot but are hard to dig out, and move in a little blob when running on open ground (most vulnerable) and leave red paste when crossed by mechs. Cloaking ability on entering trees, buildings, and yellow cat buses (see discussion #118512). Low damage potential, but crippling (leg enemy mechs, breaking up advances and slowing mass rushes, would be ideal) abilities. And the ability to lay mindefields and laze aircraft for remote 3x missile range shots.
  19. GreenBag

    GreenBag Active Member

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    Nuclear landmines, for when you want to make sure that line of approach is definitely protected. Takes time to build but detonates when an enemy crosses the line. Be a great add on for the combat fabbers
  20. cthulhukid

    cthulhukid New Member

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    GNOSTILYZER

    Just as nuclear power is derived from the destruction of atoms and their conversion to energy, this process takes us to the next level--destroying space.

    You see, entropy increases as energy is released from the stifling condition of being a certain, immutable element when it attains the flexibility of energy's various forms (and possibilities). Well, space is really a spatial matrix that is a placeholder for information-and-order-containing matter (and energy). These sophisticated power plants skip the wimpy conversion of mass->energy by destroying the very 'cells' of the 'spreadsheet' that is reality.

    As you might imagine, this process happens in the depths of space between a harvesting body (planet, moon, etc.) and a sacrificial body with a device/factory slung into space (so it can destroy space between galaxies rather than in or among solar systems).

    A funny consequence could be the playing area becoming a finite, but boundless area (basically, the area bending in on itself through fourth dimensional space so you could travel forever in one direction, but would pass the worlds you left "behind" you). Alternatively, the distances between all celestial bodies could slowly shrink until collisions were no longer preventable. Really, it would take someone with a better understanding of physics and a nifty mechanic that would push the game zone into a collapsing, everyone-will-die-if-we-don't-stop-this-tech-from-being-used situation (you know, used continuously for hours).

    Just a strange idea that may give a weird super-science feel to games in which it is allowed.
    Last edited: January 26, 2014

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