CYBRAN:
Cybran Land:
-Unlockable Tank, submersable (can voyage the bottom of shallow water where ACU's can), comes with torpedoes. Appears in upgrade tree after Adaptor, parallel to Engy-Guns
-Stealth Field Upgrade, adds a small (adaptor sheild sized?), radar-only stealth upgrade (not visual cloak, Cicada is too crazy!) to engineers, appears after Engy-Gun direct-fire turret for 10RP.
-Major Experimental Mobile Recycler, think 4 Recyclers and 4 PDs mounted on legs with a small bubble sheild. Must remain still to make use of the reclaiming functions. Comes after Engy-Gun upgrade for 12-14RP.
-Cobra Direct Fire Upgrade, appears after Cobra for 5 RP to allow toggling between current fire mode (long range, arc'd, no tracking) or direct fire (tank range, direct trajectory, tracking). Think Cobras becoming Hoplites.
Cybran Air:
-Unit Detonate, small radius, small damage, but if used properly can be very effective anti-air. Appears after Damage (late in tree), parrellel to Sould Ripper for 7-10RP.
-Afterburner, Appears after Flight Speed for 4 RP, temporarily allows a 5 second burst of speed at 25% speed increase (really fast planes for a really short time), 60 second cooldown.
-Advanced Afterburner, Quadruples Afterburner time for 3rp
-Mini Experimental Flying Artillery, has about the range as the Range Upgraded UEF Fortified Light Artillery but with more DPS and no harden mode, but can be picked up and flown around the map at about the speed of a gunship. Must land and then deploy to make use of it's weapon. Comes after Renegade for 6-7 RP.
-Major Experimental Air Domination Station, A very-slow moving, high HP, massive 'anti-air gunship'. Has no ground attack, however pretty much any regular enemy air unit that gets near it is shredded. Other experimental gunships don't fair much better. Appears after Nanosheild upgrade for 12-14RP
-Radar Stealth, Upgrade appears after Radar for 7 RP, allows the addition of an activateable radar stealth ability to each air unit. Costs 100 power per unit to activate, lasts approximately 30 seconds, must wait 15 seconds before activating (30 on, 15 off, so you can see them 1/3 of the time).
Cybran Navy:
-Unlockable Sub-Killer, a fast moving surface ship that is loaded with nothing but depth charges (think C-Rex bomb things, but actually do damage to sea units, and also work on land if upgraded with LEGS against ground targets), built by sea factory.
-Unlock after LEGS upgrade, parrellel to LEGS speed, to allow Sea Factory to be build on land
-Upgrade behind Sea Operations to allow factories to begin to move about in the sea, and grow legs to become amphibious if upgraded with LEGS. (Very high cost I would say like 9 RP).
-Anti-Torpedoe 'flares' upgrade.
-Tweak the Kraken by default; Kraken Stab, activatable only while under water, the unit stabs its tentacles and lasers up from the water shredding naval and hover units that are above it.
Cybran Structure
-Direct Fire AA Convertor, temporarily switches anti-air to fire it's lasers at ground targets (with same range as AA) instead of air, costs energy for each use.
-Detonate Range, doubles the range of structure detonate, but very expensive RP wise (like 8-10). Appears after Detonate.
-LEGS Type research upgrade for land/air factories to allow them to walk about on land (but not produce while doing so).
-Radar Scrambler, Appears after Radar Upgrade for 5RP, this structure has an activatable ability that turns anything within its radius (structure sheild sized) back into grey squares, diamonds, and triangles.
Cybran ACU:
-Advanced Hunker, offers +300% on regen rate while hunkered.
-TMD, gives the ACU tacticle missle defense (like 2 adaptors worth, easy to overwhelm), appears after Tac Missle Upgrade for 5RP.
-CommBomb, Appears after escape pod for 10RP, when you pop the escape pod, a 5 second time-bomb counts down before your ACU detonates a small nuke inside (if it lives long enough), and you get to fly away in your head (or die in the blast if you aren't quick enough)
-Advanced Reclaim, adds range/speed (faster)/efficiency (more then just 20% reclaim) to the ACU's reclaiming gun.
Cybran Experimental Upgrades (Appear on a seperate research tab, not in a 'tree' form, but rather each experimental just has it's own little button with no prerequisite other then that you have purchased that experimental. Cost about 10RP each):
-Megalith, Ultra Detonate, adds a large area, large damage unit detonate to Megaliths
-Bomb-Bouncer, Hunker, requires the unit's 'charge' to be full, it curves the sheild so that projectiles can't go underneith, decreases damage taken by actual unit, but when you activate hunker the bouncer can't move, and looses the charge it had.
-Cicada, Visual Cloak, makes it so that using the Cicada ability allows you to visually cloak units instead of just radar cloak (because unlike in DLC1 that **** shoudn't visual cloak by default).
-Mobile Recycler, Resurect, allows the unit to re-animate a dead structure as a half-built living one (think build-over by an engineer unit). An engineer is then required to finish the half-built building.
-Monkeylord, Nastalgia Pack, re-adds torpedoes and radar stealth and whatever else is missing from SupCom1.
-Soul-Ripper, Mega-Blast, Offers a (bomb-bouncer-like, but weaker) mega-blast for use against enemy air units, but costs energy, and several thousand Health Points of the giant gunship's own health (i.e. damages the user). Cooldown time.
-Experimental Transport, Personal Cloak, adds personal cloak to the transport as an activated ability, last ~10-15 seconds, 60 second cooldown.
-Flying Artillery, Wave-Eliminating Trajectory (W.E.T.) System , Allows the unit to put down on water, not just land, in order to fire.
-Air-Domination Station, Residual Healing Blast, Offers a Mega-Blast that buffs any nearby air unit caught in the blast, their regen by is boosted 1000% for a short period. Healing blast has a cooldown time.
-Kraken, Kraken LEGS, adds LEGS upgrade to give it the ability to get up on land by walking on 4 legs, and using the other 2 as its lasers. It's torpedoes become tracking direct-fire missles for use against units/structures while above water.
-C-Rex, Jump-Jets, a flying, fire-breathing half-dinosaur/half-robot....sounds like SupCom2 to me
-Magnetron, EMP, Besides pull/push, adds a third ability to the structure that disables all enemy units within a certain range (lower then current range).
-Proto-Brain, Brain-Build, Allows the floating brain to contruct Support Command Units, that is, ACU's with only basic abilities (default strength ACU, can build/capture/reclaim, can not overcharge/jump-jet/nanobot)
Total: 3 new Experimentals (2 Major, 1 Minor), 3 new units, 1 new structure, 14 new unit/structure abilities, 4 new ACU abilities, each experimental now has an extra research ability/buff in a new 'Experimental' research tab.|||UEF:
UEF Land:
-Addition of a Gatling-Bot (think of a lower DPS Shotja, but more armour, and the projectiles go slower so they can be dodged a bit at longer ranges) that appears later in the research tree, but is built by a standard land factory.
-Experimental Fatboy, mobile factory with large artillery guns and a bubble shield. Appears after the double-barrel upgrade.
-P-Shield Turret Upgrade, appears after AA turret upgrade in the land tree.
-P-Sheild Harden, Upgrade appears after P-sheilds for 9 RP, allows P-Sheilds to suck up area-of-effect damage into 1 sheild instead of it crashing multiple sheilds.
-Experimental Mobile Anti-Air-Drone Controller, think of the Wilfindja, but this unit's 25 or so very fast moving drone pods only target air (with deadly proficiency). They are on a leash to keep the pods close to the Controller, which itself is vulnerable to ground attacks. Appears on the land tree after AA turret upgrade for 7 or so RP.
-"Witness" Battlefield Observervation Bot, Unlocked after veterency upgrade for 3RP, if this weaponless bot is within range of both an enemy unit and a friendly unit when a friendly unit scores a kill, the friendly unit gets 25% extra rank veterency points, and an extra 20% on research points earned for the kill.
UEF Air:
-Fighter-Bomber, Appears after cost time decrease for 3rp (total 12), this unit is priced like other factions fighter-bombers, and does not take advantage of the bomb upgrades like a pure bomber does (so overall it is not as cost efficient as fighters or bombers individually, and not as good a bomber as bombers, but the advantages are obvious).
-E.M.P. Cluster Bomb Upgrade appears after Cluster Bomb Upgrade, this is an activated ability to allow the cluster bombs to disable enemy units/structures in addition to regular damage. Costs energy with each use, and has a cool-down timer.
-Bomb Camera Radar, gives a small (engineer sized) radar array to all dropped bombs. Comes after Bomb Camera, Parallel to Camera Duration upgrade for 3RP. Upgrading with the Camera Duration also adds Radar duration.
UEF Navy:
-Support Boat, Unlock-able unit that is a mobile shield, and healing station (p-shield + field engy on water), has 'torpedo flares'.
-Naval Scout, An unlock-able unit, early in the tree, is very fast, but low health,
has large vision and sea-vision radius, and moderate sonar.
-Tac Missle Sub, Unlock-able unit, can fire small volleys of cruiser-like tac-missle barrages while submerged, and also offers missile-defense if surfaced. Very low health.
UEF Structures:
-Structure Hunker, Appears after Regeneration upgrade for 7RP, adds a hunker ability to every structure at the cost of losing it's production/gathering for that time.
-Factory Minefields, appears after radar upgrade for 3 RP, any land unit that wanders into close proximity (shield sized) of a land or air factory takes extreme damage over time while moving about whithin that area (no damage to units that stay still, other then when they were moving to get in).
-Shield Hardening, Appears after sheilds for 12 rp, allows structure sheilds (factories, sheild sctructures) to suck up area-of-effect damage into one sheild instead of it crashing multiple shields.
-Experimental Mass Maker, Appears after Mass Convo for 10RP, this factory-sized experimental building produces its own power to feed its own mass converters, totally separate from the rest of your resource system. Produces +10 mass per second without using power. Very volatile when destroyed.
-Research Conversion will now convert research points into mass, instead of the opposite.
-Land Factories get a tactical missile defense add-on option (to make up for their 4000 shield deficit).
UEF ACU:
-Afterburner, adds afterburner upgrade for 5 RP parallel to jump-jets
-Body Doubles, comes after escape-pod for 10rp, when you use escape-pod your original body does not die, and instead becomes a headless support commander (which you can re-dock on if you choose). You can build multiple support commander bodies with your escape pod. Support commanders have all of the weapon systems of your real ACU (AA, TML, Arty, if upgraded), but does not get overcharge, jump jets, afterburner, hunker, or a death-nuke. Their build times/costs stay that of your ACU.
-Ultra-Hunker, appears after Hunker-Effectiveness upgrade, an unbreakable factory sized bubble shield that mitigates 35% damage appears around your ACU while hunkered.
Experimental Upgrades (approximately 10rp each on a separate research tab):
-Fatboy II, Afterburner, temporary speed boost.
-Jackhammer, E.M.P., adds an activatable stun ability to it.
-Fatboy, Nostalgia Pack, adds anti-air, a repair station while not moving, and the ability to crawl along the bottom of the ocean (and whatever else is missing from SupCom1).
-AA-Drone Controller, hunker, to help against land attacks and air snipe attempts.
-King Kriptor, Head detach, allows the kriptors head to detach and become a small but fast gunship/scout. If the head dies, the Kriptor rebuilds it (a la Proto-Brains)
-AC-1000, personal shield, to add to it's (otherwise low) survivability
-Experimental Transport, Radar Spoof, Adds a toggle to allow 20-30 fake radar signatures to atach to each transport to look like fighter blobs.
-Mega-Fortress, Land Fortress Upgrade, allows the unit to become a land transport/factory, sharing the same build bonus as it has for air. The unit also gains the ability to land, growing a small bubble shield, and changing it's weapons load.
-Experimental Dreadnought, Dread-Treads, allows the unit to roll up onto land to do damage. With this upgrade the unit can now also be built on land.
-NOAH Cannon, Noah Rain-Mode, Allows you to set a way-point within range and have the cannon constantly produce units and send them there. The cannon now no longer loses production time while firing, the trade off that your units appear in a steam rather then a giant group.
-Quantum Artillery, Overcharge, Adds an overcharge ability to the artillery that quadruples its DPS, but costs ~10k energy, and has a massive cool-down timer.
-Experimental Shield Generator, Phase Reversal, An activated ability that turns any damage taken for a short time into Shield Health (instead of losing 100hp for taking 100hp in damage, it gains 25hp) as a slower but possibly cheaper alternative to recharging it using pure energy (depending on how much damage is taken). Costs power to activate, has a cool-down.
Total: 6 new units, 3 new experimental (2 major, 1 minor), 7 new unit/structure abilities (and one tweak), 3 new ACU upgrades/abilities, each experimental now has an extra ability/buff.|||AEON:
Aeon Land:
-Engineer Sacrafice Heal/Build Upgrade, available after both build time decrease and regen rate upgrades (situated between them as a bridge in the tree). Sacrifices any engineer to help heal nearby units/structures, or build them faster, like its structure-based counterpart does.
-Tactical missle tracking, appears after Shotja for 10RP parallel to Slitack, allows mobile missle launcher's weapon some limited tracking abilities. They will chase but not quite hit tank sized/speed land units (but still hit it's blob depending on micro), but larger, slow moving experimentals and navy are more vulnerable.
-"Eysteelthee" Loyalty Tank, unlockable unit, appears after Bodaboom for 3-5RP. This single-purpose 'tank' must be deployed to be used, and when it is it captures nearby units/structures at the speed of an engineer, but with a larger range (just slightly less range then a PD). Not effected by land-range upgrade, limited to land use only.
-"Boosja" Mobile Weapon Aplifier, Unlockable Unit, appears after Damage 1 upgrade for 3 RP, similar to Bodaboom, but increases rate of fire and base weapon damage of nearby friendly units/structures by 10% each (do both so it scales a little with damage/star-training). Does not stack so you only need 1 or 2 per group. On legs, so land use only. Does not have an effect on ACU/Experimentals.
-Major Experimental Tempest Hover-Battleship, Appears after Wilfindja for 7RP, This is a long range, high damage, large area of effect battleship that also features short range beam weapons (that can target air or land) and a missle defense system. Built on land or in the sea by ACU/engineers.
-Minor Experimental Chrome Sheild Generator, appears after Chrome Health for 5RP. when set to assist a unit, it will attach a 4000 health chrome sheild to said unit for as long as that unit stays within range. It can produce sheilds on units that are moving, but can not produce a sheild for other units while moving itself. Damage taken by a unit being protected is instead taken by this unit's projected sheild. When the sheild collapses there is a 60 second recharge before it can re-sheild anything. Sheilds can be stacked.
Aeon Air:
-"Apoptos" guided-suicide-missles, unlockable unit, appears after damage upgrade for 5RP parallel to gunships and scorch bomb (but dead-ends there). As soon as the unit is built a death countdown starts due to the unstable nature and limited containability of it's highly dangerous payload. Has a speed between gunships and fighters. Can be intercepted by fighters but not missle defense. Does major damage upon detonation. Built by air factory.
-Gunship AA upgrade, appears after gunships for 4 RP parallel to Darkenoid, adds (comparitively weak but still decent) AA turrets to your gunships so they can take out fighters and bombers as well as have a little additional DPS against other gunships.
-Air Radar Spoofing, unlockable ability, appears behind radar upgrade. Gives all basic air units an ability that clones their radar signatures for a short time making your air force look larger then it is, and make it appear as though it is approaching from a different vector. Costs energy and has a cooldown timer.
Aeon Navy:
Nothing to see here, move along.
Structures:
-Major Experimental Resource Generator "Paragon", Unlockable after Mass Income Upgrade, this volatile structure costs a lot and takes a long time to build, but who cares, because once it's done every building/factory/ability that you want to use or pruduce with requires 0 energy and 0 mass to do so (every unit in every factory builds for 0/0, every activated ability does so for 0 energy), meaning anything you are producing in the meantime ends up in your bank should this structure be destroyed.
-Research Station Cannons, Unlockable Ability, comes after Research Income upgrade for 5RP, places an Urchinow type cannon on every reasearch station. These cannons fire at about the same distance/DPS as an upgraded UEF Fortified Light Artillery.
-Major Experimental M.I.R.V. Silo. Unlockable Building. Appears after nuke silo for 10RP. A multi-warhead nuke missle launcher. Each missle launched contains 5 seperate nukes that part ways about 3/4 of the way to your opponent to rain massive hellfire upon their base. Silos and missles are quite costly.
-Factory Teleport, unlockable ability, appears after Chrome Sheild upgrade for 5RP, this ability costs ~3000 power and has a long cooldown, but allows the factory to teleport a short distance, including land factories into water if upgraded with Quantum Floating
-Minor Experimental Emergency Beacon, Unlockable Structure, appears after Energy Income Upgrade for 5RP. This structure has one activatable ability that teleports 15 tanks into the battlefield around the structure after a 5 second delay, and an obvious visual clue (for in-range enemy forces to see and have time to run away from). Building Cost 500 Metal, 2000 energy. Energy cost ~10000 per use, 3 minute cooldown timer.
Aeon ACU:
-Research Income Upgrade, appears after Energy Income Upgrade, increases ACU research income by 100% (0.6 -> 1.2)
-Capture Range Upgrade, appears after Range upgrade for 5RP, increases ACU capture range 75%
-Capture Speed upgrade, appears after Capture Range upgrade for 5RP, increases ACU capture speed by 50%
-BodaBoost upgrade, passive ability that appears after rouge nanites parallel to overcharge and anti-air for 5RP, gives units/structures nearby to the commander increased armour and regeneration.
-Radar Spoofing, creates 5 fake radar signatures for the commander that wander around valid parts of the map anywhere from 50-250 units away.
Aeon Experimental Upgrades (Appear on a seperate research tab, not in a 'tree' form, but rather each experimental just has it's own little button with no prerequisite other then that you have purchased that experimental. Cost about 10RP each):
-Chrome Sheild Generator, bubble mode, allows the switch of the unit's remaining projected sheild health into a factory sized bubble sheild.
-Wilfindja, Bubble Sheild, gives the unit a 10000hp factory sized bubble sheild to help it defend from air attacks and allow a little more time to get into range of units.
-Tempest Battleship, Submersable Suite, adds tordepo tubes for use both above and below water, and allows the unit to switch from hover mode to undersea operations (where it loses it's main battle cannon but is not vulnerable to surface fire/air).
-Urchinow, Movement Suite, adds a 20% movement speed upgrade and a short range teleport (even shorter than land teleport to keep it balanced).
-Pulinsmash, Super Slurp, adds an shorter-ranged (75% of normal?) activatable ability (cost ~10000) to the unit that instantly sucks up all non-hunkered small units within range all at once instead of one by one. The ability then also sucks any nearby Experimentals up as well like they were normal units for about 15 seconds. 60 second cooldown timer, and the unit must be deployed with it's main weapon first before using this.
-Airnomo, Quantum Damage Dispersal, adds area of effect to the Airnomo's anti-air cannons.
-Universal Colossus, Advanced Gravity Claws, Allows your gravity claws to suck in and target small sized air units.
-Sooprizer, Radar Stealth, adds radar stealth as an extra sooprize.
-Darkenoid, Air Defense Package, adds Wilfindja like anti-air only drones to the unit, as well as allows its short range lasers to target air units. Also adds flares.
-Emergency Beacon, Support Teleport, adds a second button that teleports in a Support Commander Unit, an ACU type unit without overcharge/nanites/teleport etc.
-Space Temple, Gravity Well, either end of the space temple can be activated to make nearby (unhunkered) units get sucked in magnetron style and teleported to the other end of the gate. Useful to either suck units that are attacking your base and teleport them to a random spot on the map (maybe where you have some troops), or suck units in from about the map and teleport them into your heavily fortified base. Long cooldown timer.
-Experimental M.I.R.V., Warhead Expansion, The ultimate nuke, adds 2 more warheads to each MIRV, totaling 7.
-Loyalty Gun, E.M.P., Adds an stun ability to the loyalty gun, so you have the option to toggle between capture or stun. If you have 2 Lolguns you can stun with one and capture with the other for ultimate in Gayeon cheese.
-Paragon, Semi-Stability, -50% size, -25% damage from the facilities death-nuke.
Total: 5 new Experimentals (3 Major, 2 Minor), 3 new units, 7 new unit/structure abilities, 5 new ACU abilities, each experimental now has an extra research ability/buff in a new 'Experimental' research tab.|||+25% speed boost for 5 seconds is meaningless.
Also
Quote:|||FunkOff|||hotho11owpoint|||Howabout:
A cybran experimental mobile naval factory.
At the end of the cybran naval tree that includes jumpjet and legs.
Armed with a variety of surface cannons that amount to modest DPS. Primary purpose is to be both a mobile factory, miniature dreadnought, and be amphibious. Like normal ships, it sprouts legs and walks onto land, allowing it to build naval walking units directly onto land.
Upgrade: Anti-torpedo flares
Upgrades: Salem
Basically the original Salem torpedo defense from supcom 1/FA. It drops a flare into the sea that attracts all active torpedoes. Turns salems into a fairly hard counter to subs, but not available until late in the tree (just before the kraken).|||Z32|||Z32|||I only want assault - siege bots/tanks that are not experimental and not upgraded tech 1 wanna be heavy units.
And experimental game ending nuke like seraphim's experimental nuke would be fun.
Specially on small maps
Cybran navall factory build on land.
Make Kraken be able to go on land after L.E.G.S upgrade.
Megalith MK-III to put make the monkey lord look small again like it did when Megalith came in forged alliance.
And a new fatboy that drop its diet and went PHAT again.
Big mega tank with big naval cannons , anti air , and its own shield.
Give Illuminate a war of the worlds kinda walker to face off against the new super fatboy and megalith MK-III.
Large/heavy/big AA Turret or missle launcher for all 3 sides.
It takes to many AA turrets now to keep your sky's clean and safe.
Bring back dragonteeth/wall bits from TA and supcom1.|||hotho11owpoint|||My Aeon list for now.
- Darkenoid Doom! Comes after darkenoid research. Basicly the same as a cybran bombbouncer effect. Needs to be manualy charged and fired which does massive damage to the surrounding area, land and air.
- Airnomo flak upgrade. Comes after airnomo research. Has massive AOE and is very usefull to deal with large air blobs of fighters and gunships. Maybe manual option to trigger the flak so its still usefull to kill Air experimentals.
- View upgrade for shotjas. Comes after shotja research.
- Quantum distorstance. Comes after pullinsmash research. 3 pullinsmasher close together are able to tear appart a minor exp. 5 pullinsmahers are able to tear appart a major exp.
- Black hole overdrive. Comes after pullinsmash research. Manualy activated. Range of pulling in normal units increased with 50% for 30 seconds. When activated the pullinsmash can pull in buildings at its normal range. The pullinsmash will be damaged because of the overdrive, lets say 50%.
- Phase shift. Comes after antinukes research. Counterpart of Cybran nuke redirector. You can build a building, which can teleport everything in its range to a secure location for a short time. Range of the building is the same as a nukes damage area. So when nukes are incoming you can teleport your base to a secure area on the map or say phase shift it away, Its gone, nowhere on the map for say 30 seconds.
- Doubledrunk building. Counterpart of the UEF Noah cannon and exp air factory. It Can duplicate all non exp units for half the mass and double the energie of a normal unit cost. Lets say 20-25 units at a time every 30 - 60 secs. Same speed as unit cannon or air fac.
- Rumble feet. Comes after UC research. The UC feet produce small earthquackes. The closer units get the less frequent they can fire on the UC.
- The mirror effect. "stealth structure" . Building that has to be manualy activated when a scout or something flies over and the enemy will see his own base reflected.
- Conversian ray upgrade. Comes after Conversian ray. Can convert 3-4 normal units at the time when close together. Can convert 2 PD or AA towers at the same time when standing next together. So AOE for loyalty gun.
Loyaly gun can now also target air units at with 50% range increase for air.
- Loyalty gun grouping function. comes after conversion ray upgrade. 2 Loyalty guns can now work together to cap experimentals faster. 1 ray is normal conversion speed, 2nd ray adds 25% speed and 3th adds another 15% speed.
- Bubbledow EMP upgrade. Comes after bubbledow research. You can now fire EMP missle that affect all units. Units and Exp will be disabled for 10-15 seconds. You are also able to store up to 5 EMP missles now.
Thats what I can think off for now. I realy think Aeon needs some kick *** units and upgrades to compete with UEF and Cybran in lategame team games. I dont realy care for 1 v 1 balance. I like team game balance, mid and lategame.|||mDC|||I would like some tier Assault block for the Cybrans, none ex to help with their poor land combat in early and mid games.|||DazzXP|||Balance wise, a lot of the ideas will need to be toned down. I will use one of Hollow's ideas as an example.
Ex1:
Improved Structure Detonate. Even a 25% increased range on structure detonate would be very impressive and help kill MANY of extra tanks or bots.
'Tier 2'-ish assault bots...
I would like to hear what everyone else is thinking on this subject, because I have seen a few people mention this one, and it's interesting. However, no new unit out of the land factory should replace an existing unit in effectiveness.
I am pretty sure we could fit a bigger model out of the existing factory doors. A bigger unit would have more health.
Here are some concept stats:
Aeon Heavy Tank (hover):
-x4 the cost of a tank or 160 mass and 400 energy (balancing factor)
-x2 the health: about 3000 health
-build time: 45 seconds
-speed 2.9
-Range 0-25 with a firing arch like a ship gun
-DPS would be x2 that of a tank: about 120 dps with AOE 2
-shields: 600 health PER shield upgrade
-DOES NOT HAVE A SECONDARY WEAPON
Cybran Heavy Tank / Submarine (floats/submersible):
-x4 the cost of a tank or 160 mass and 400 energy (balancing factor)
-x2 the health: about 3000 health
-Build time: 45 seconds
-Speed 2.9
-Range 0-25 with a firing arch like a ship gun
-DPS would be x2 that of a tank: about 120 dps with AOE 2
-Shields: 600 health shield upgrade
-Torpedos same stats as Tigershark for 60 dps
-Automatically submerge upon entering water
-Buoyant like a submarine and move through the water without a bottom
-Toggle to surface like a submarine
-Jump jet to and from water
Note: We could use these same stats, but use the Brick, but the Brick is really boring looking and doesn't swim. It would have to be updated with swiming (maybe it swims underwater head first with spinning legs? and float.. maybe bobbing in the water). So we wouldn't be able to use the same model exactly. It would have to be an updated version. Also, this may be is your last chance to get something with treads for Cybran. Don't really know if this is important, but I'ld prefer a sinister looking new tank model.
UEF Heavy Assault Bot / Heavy Fighter (transformer):
-x4 the cost of a Titan or 170 and 400 energy (balancing factor)
-x2 the health: about 2200 health
-build time: 50 seconds
-speed 3.5.
-Range 0-22 with no projectile arch
-DPS would be x2 that of a titan: about 140 dps
-shields: 450 health shield upgrade
-Costs 300 energy to tranform into a flyer or back to a bot
-Transformation takes a second, looks really cool and involves some kind of thruster take off with visual and audio effects
-Flight speed 6
-Target-able by gunships
-Air to Air missiles same stats as a Wasp but x2 dps for 200 dps
-Afterburn would be use-able in flight.
-CANNOT BE PRODUCED FROM A NOAH
These things would not be cost effective in a blob brawl. Infact, they would be twice as expensive as existing tanks with equal health and dps. However, their range advantage, secondary weapons and functions, improved shields/higher survivability traits would compensate for their high cost.
These would be unlocked after the shields upgrade, so they would be relatively expensive in RP.
What do you think?|||When it comes to having heavier bots for each faction, i'm all for it. I think the way the Percival and Titan in FA worked is a perfect example of how you can have both without either infringing upon eachother. The percy was a big, slow, single-shot overkill machine good at telling enemy experimentals "hello" in the nicest way possible. Titans were fast and much better at hunting down groups of small units which would overwhelm the percy. They both had their uses, and both were required in a good army mix.
Personally, I'd like to see more units which blur the line between two of the theatres. Things like the submersible tanks mentioned before, planes which can deploy themselves as land units, ect. Right now, a big issue is that going one tech tree such as land leaves you pretty much unable to break into another tree against someone who's been digging there already. It'd be very interesting to change this up a bit, and could really make gameplay more fluid. Instead of the land man always being land, he could decide if he wants to branch off into his submersible tanks and surprise that nasty Illum player MMLing him from offshore, or something similar for air.|||I would like to see some of the dual functionality back in units such as:
- Moblie AA toggling from Air to ground
- maybe ground to AA
- Gunships with a transport clip
- units with a repair or reclaim suite
- More submersible ships, like the Serifim
- Land units that can toggle to fly
- Structures that have ways of moving
- rapid fire/Arcing fire/ direct fire toggles
- deploying for benefits extra range, accuracy, rate of fire, or defense.
I want more mobile experimental factories. Its not Fair that only UEF has them now when the other factions had them too.
Aeon :
- Tempest V2, floating platform that builds hover units and has a Long range cannon with good AoE, and secondary weapons of Depth Charges and mild AA
Cybran :
- Ultralith, a throw back to the original Megalith, basicly the same as before maybe less powerful on the offensive side and just builds the units instead of laying eggs.|||for all factions, SAMs. Give them triple if not more of the range the current AA towers have.
UEF, I'd love to see the return of the Percy.
Game mode, Phantom N, or X, or whatever.|||Darkenoid Upgrade:
Darkenoid Quantum Overdrive. It would cost 10,000 energy and would do a 5000 damage blast in an AOE of 12 directly under the Disc.|||Beside this:
viewtopic.php?p=847924#p847924
Can we also have:
UEF game ending arty , like mavor.
Cybran multibarreled quick firing long range arty.
Iiluminate "lightbringer" experimental nuke. Blast away 50% of a 1v1 map
2 maps with lots a choke points, non mirrored. So you can play cool "game mode" like 2 humans vs 1 cheating ai with no nukes, and no air. That makes cool "game mode" defend against crazy assault waves. Did that alot last weekend, verry fun with the new ai.
Can we have DLC2 in the christmas vacation week?
Anti Air splash/range upgrades.|||VoW-Kryo|||damn I would love walking buildings soooo much it would be specially cool if walking pd ,aa and shields would still work wile walking/swimming , yep I think they should also be all able to swim I would even go further and make them all able to submerge to the sea ground (where experimentals and acus can go)
so you could have most of your base under water except land factories pds ,aa and shields
air factories and experimental facs could still produce air facs would need the shield upgrade against the water and the shield would get extended to the surface so it would be visible
or why not just give all the buildings jump jets ?
for the uef counter part I could imagine all buildings to just fly some may still work like pgens or so
ilu could have all their buildings hover
though I just remembered that some factiories go below ground level with their model so it wouldn't work to make them walk/fly/hover
just throwing out what I got in my head leaving balance etc behind
~o~|||Submerged torpedo turrets pliz.
No comments:
Post a Comment