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OLD POST - Six New Units To Be Created. We Need Your Ideas!
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regard87

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regard87

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TITAN UNIT

I do like the idea of the an added Titan unit being able to cross Moutains. That could help counter thier races biggest defeciencies, lack of mobility/affect of terrain.
Ive seen people suggest a Skimmer.
What if it can cross moutains(BUT not sit on them, meaning the moutain and next space must fall under its mobility range), isnt affected by terrain, but STILL does Crush damage because its a hovercraft???

Overall its mobility could be pretty good, and its stats pretty average. Maybe best vs Heavy. Not as good as a Tank but a viable replacement on maps with a ton of bad terrain or large maps.

Essentially it would be a poor mans tank for Jungle maps. And on large maps with neutral bases to capture where standard wall in practice isnt viable it would allow Titans to play with the speedier races. This would be great as alot of Custom maps are large, and involve capturing many Neutrals, and if you cant port out and grab some right away your toast. Having the Speeder and Skimmer would give you options to be aggressive.

Creator of Powerplay, Weakside, Strongside and Gap Control.
Also OddManBreak, IceRink, Breakout2v2

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regard87

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regard87

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One new Unit Per Race
TITAN
SKIMMER
Air(Limited)
Cost=350

Mobility-12 Vision-5 Repair-1
Defense-10
Range-1



Dmg vs Hvy-8
Dmg vs Light-10
Dmg vs Air-6
Dmg vs Aqua-8

Special Ability-Can cross over moutains, but not rest on them. Not affected by terrain. Does crush damage.
Usage: Lesser "tank" for bad terrain maps. Used to compete with mobility against other races.

SAPIEN
Half-Track
Heavy Ground
Cost=350

Mobility-10 Vision-5 Repair-1
Defense-8
Range-2

Dmg vs Hvy-11
Dmg vs Light-10
Dmg vs Air-5
Dmg vs Aqua-8

Special Ability-N/A
Usage: Tank buster. Mid-Range Support.

KRALEAN
MANTIS
Heavy Ground
Cost=300

Mobility-10 Vision-5 Repair-2
Defense-6
Range-1

Dmg vs Hvy-5
Dmg vs Light-12
Dmg vs Air-2
Dmg vs Aqua-4

Special Ability-Attack then move.
Mobility after attack-6
Usage: Aid in breaking Marine/Mecha wall-ins. Base coverage.


Things I'm unsure of:
Originally was going to give Skimmer two moves, like Marauder, though with less mobility. Not sure which is better.
The major question for me is can this be a Heavy Ground Unit that doesnt take ill affect from Terrain? Is that possible?
Or should it be a very limited Air unit, unable to rest on Mountains? Should it be able to fly over water? A 350 credit unit able to block for Hydros could be devastating!

The Half-Track could be a little too powerful vs Tanks, maybe Defense could be lowered more. Also considered having it have a range of ONLY two meaning it cant defend itself at point blank range. This would make it vulnerable to Speeders.
Still think the addition of the Skimmer and Half-Track would add extra elements to SvT. May occasionally afford a chance to soften up a Hydro too.

The Mantis is the unit I was least sure of, mostly because I'm not quite sure what Kral needs most. Titan Wall-Ins can be impossible to break on a map with alot of space where Titan is embedded too deep with Walker coverage before a decent Buryling group gets across. I was aiming for a unit that could break Mecha and Marine spam(then Infection range two came along). Not sure the added cost is worth what your trying to accomplish. But with attack then move added in it adds another element to the swarms mobility.

FEEDBACK is appreciated!! From an overall matchup standpoint plus a match standpoint.

This message was edited 2 times. Last update was at Jan 04, 2013 12:23


Creator of Powerplay, Weakside, Strongside and Gap Control.
Also OddManBreak, IceRink, Breakout2v2

Testing FlyingV, MixNmatch, GatherRoundtheWell Give them a try!
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calden

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calden

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  regard87 wrote:
  calden wrote: While I have many ideas for possible new units that I have thought up, I believe strongly that on a basic, general level, these are two imoprtant things that really need to happen:

-Sapiens need an anti-air unit that is competent and reliable in that role other than the helicopter.
-Khraleans need a medium ground unit, so that they don't have to rely on flyers so much.


Sapiens DO have a great anti air unit! The marine. You shouldnt be using Choppers to counter Kral mass, you should be spamming Marines. They dont have any drawback, other than you have to protect them from Infectors. Thier cost is only 100 credits and thier well worth it. Choppers vs Kral will lose everytime. They cost more than Garudas which will fight them evenly. Lots of Marines backed by Choppers is how to do it, together they even up the cost.

Giving Marines 2 range vs Air would make Swarmers pretty useless in SvK, dont think the Marines need an upgrade.

Now maybe each race could be given a second base ground unit if that made sense, and the Sapiens could have a Sniper, with slightly increased range but also slightly more cost. Like a 150-200$ Sniper, slightly advanced Underling and Mecha.



I did not suggest upgrading marines.I suggested an anti-air infantry that would be a weaker version of the marine, which would excel at anti-air (and cost $200).
Marines on their own get chewed up by swarmers.They are not an anti-air unit... by themselves. To spam marines, you have to have some "big guns" in the back, with expendable marines screening the front. To be effective you need either helis which can attack the swarmers which are dangerous to marines, and then retreat behind the marines, who can hold the line. Batteries also work to annihilate air, with marines to mop up. But make no mistake, marines on their own marines aren't enough. Helis and batteries are expensive and not always suitable. Sapiens could use a unit that provided enough cover for a fast ground attack, without needing cover from batteries/helis. An AA specialist infantry would do the trick.

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calden

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calden

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"Thunder", a Titan heavy flying unit - $700
Titans already have very strong air defense, and probably don't need any more. But a flying unit in a ground-assault and naval support flying unit would be a fitting addition. My proposed "Thunder" unit would keep titan flavor by not changing titans' focus to air, and by being a slow, tough unit. Since it's a somewhat pricey and role-specific unit instead of an all-purpose unit, it wouldn't be overused. This is important to keep titans more ground-focused, which is their race flavor.
The Thunder is supposed to be more mobile than the plasma tank, which is slow. Basically a flying tank, but without the "heavy" armor classification--so it sacrifices some armor for its all-terrain mobility. The unit is not meant to be a standalone powerhouse, but to give the titans just a bit more mobility and flexibility, which a few people have called for.

Land:
Titans are usually held back by rough terrain, where their slow, heavy units (especially the plasma tank) get bogged down. Thunder's main purpose is to fly over rough terrain a bit more quickly than the plasma tank to bring some anti-armor fire to the enemy. It flies only two hexes per turn, but it's still much faster than the plasma over rough terrain. This extra titan mobility will hopefully offer new tactics and reduce excessive reliance on massed artillery, which can be boring.

Air:
It would have only modest air-to-air weapons, just enough to prevent it from being a helpless victim to air units. It would also be enough to finish off damaged air units, thus giving it a tiny bit of tactical flexibility.

Sea:
Giving titans an air unit would add some fun to the game by offering new possibilities for naval battles. For this unit, It might be necessary to give it a longer-range naval attack.


Special abilities:
-Teleport - to make up for its terrible slowness, this might be necessary to get across the map in a reasonable amount of time. It will also add some interesting tactical possibilities at sea, and on land.
-Torpedo attack - a long range naval attack which requires water tiles between the attacker and the target (meaning you cannot attack from a land hex). Naval units could protect themselves by forcing the Thunder to stay on land, or maybe by hiding in a shallow water tile (if it gets invented).)
-(Maybe) Move 1 hex away after attack -this would be to make room for follow-up units after clearing a choke point.

This message was edited 1 time. Last update was at Jan 05, 2013 17:19

regard87

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regard87

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  calden wrote:I did not suggest upgrading marines.I suggested an anti-air infantry that would be a weaker version of the marine, which would excel at anti-air (and cost $200).
Marines on their own get chewed up by swarmers.They are not an anti-air unit... by themselves. To spam marines, you have to have some "big guns" in the back, with expendable marines screening the front. To be effective you need either helis which can attack the swarmers which are dangerous to marines, and then retreat behind the marines, who can hold the line. Batteries also work to annihilate air, with marines to mop up. But make no mistake, marines on their own marines aren't enough. Helis and batteries are expensive and not always suitable. Sapiens could use a unit that provided enough cover for a fast ground attack, without needing cover from batteries/helis. An AA specialist infantry would do the trick.


I didnt say you suggested upgrading Marines. Im saying the sapiens dont need an anti air unit, they dont need a Marine that excels at Anti Air. The Marine DOES excel at anti air. You say swarmers rip them apart but swarmers cost 2.5 times what a Marine does. You have to outnumber them and use your terrain bonuses. Back them with choppers which shred Swarmers. Adding a 2 range anti air specific Marine would throw the balance.

I would like for the Sapiens to have a 2 range unit since thier the only race that doesnt. But that in itself isnt really an issue.

Creator of Powerplay, Weakside, Strongside and Gap Control.
Also OddManBreak, IceRink, Breakout2v2

Testing FlyingV, MixNmatch, GatherRoundtheWell Give them a try!
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N1njaC00k1e

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N1njaC00k1e

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The idea for new units is probable one of the best ideas yet!

For the sapiens the naval unit could be a patrol boat, which could be fast yet weak and attack units 1-2 spaces away. For the air unit, like today's military, there could be a t-copter that could carry 2 ground lights or 1 ground heavy.

The insect-guys-who-name-escapes-m e could have a submergable sea dragon that does massive naval damage but is a close combat unit. And the air unit could be a flying hive with 20 up that can't attack at all, but can land and produce only underlings or infectors.

Finally for the titans, the naval unit could be a artillery ship that can only attack anything but flying units, even ones next to it. For the titans first air unit I think it would be a hovership that could detect units that are buried, have a low attack, and see 7 hexes, but can only move 2.

These can be modified if accepted.

Creator of the first origin idea
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generaljones

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generaljones

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I think that even though we are talking air units and sea. There are still things to edit in this game like Sap tank. It needs to be able to attack air units with about 6 air strength. Since when can't a tank shot down an air plane or something in the sky. Also tanks are uselles in sap to sap or krel battles. That will make them useful.
Also the titans need to have a unit that allows teleportation to the units next to it, not just every unit can teleport as it pleases. Maps that are hard to get to the center are easily passed by teleporting. I was playing a big map and suddenly, my team mate's bases were full of enemy mechas. This happend about 6 turns into the game. I had to move some of my force to save his bases. We lost the center but are putting a good fight.
The krels are well balanced. But out number saps when it turns into an air battle. Saps can't make coppers fast enough. So that causes a big disadvantage. The krel garuda should go up price or the sap helicopter should come down price.
These are the changes I beleive should happen before the new units
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Taz2477

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Taz2477

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Dont know if it has been posted but transportation units would be awesome
Being able to ferry marines and ants for example.
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PurpleLlama

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PurpleLlama

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Ok guys, I've been thinking about this, and I play Khraleans a lot. Mostly versus Sapiens. One thing I think is unfair is a Garudas ability to attack and damage a helicopter so easily. I would like a small air unit for Sapiens that can be used much like a Swarmer. Something that can damage those Garudas just like Garudas. hurt helicopters, such as a Drone of some short. That would be a better balance. I would also like a unit in the sea for protection of the Hydronauts. Another unit to reccomend for naval play would be a small fast Scout boat for the Sapiens. That's just some random ideas I had. Thanks!
herompolbu

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herompolbu

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so many ideas and nothing done
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Mantis Lord

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Mantis Lord

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Agreed. Are they still actively planning to add new units to the game? Is discussion here worthwhile, or outdated?

How does a helicopter catch the flu, exactly?
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quanras

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quanras

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  soupnet wrote:
I have noticed that as the size of the map scales up, Titans become proportionately over-powered. If there are isolated areas, areas that are slow to walk to due to mountain etc, Titans activate god mode. You could say this comes down to map design but now we have the ability to create our own maps it would be nice if the game design allowed for more flexible map design. Honestly I'd love nothing more than to play on massive maps four times the size of the current maximum, with 8 players. That would be epic... even if the game takes months to complete.


I think a slight nerf to teleport would work well - bring vision down to 1 tile during cooldown, so titans can no longer chain teleports on the same turn to far-flung regions of the map.
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Mantis Lord

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Mantis Lord

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That is a fantastic idea quanras! Chain TP is highly overpowered on maps of large size, or maps that use many water divisions and have neutral bases to rush for.

>> I mainly want to know if any devs are actually watching this thread though, or if the original thread title is even still relevant, before I get into deeper feedback.

How does a helicopter catch the flu, exactly?
anonym551653

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anonym551653

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Krahleans: Jumper,
Lightweight ground that attacks like a checker peice, can't kill if other unit behind target.
Somewhat cheap, medium speed, best vs. Heavy ground.
Cons, can be blocked like checker piece and no air or sea attack.


Titan: Shadow,
Heavy ground that can turn invisible, unless enemy is in an adjutant space (only to team is it visible in that case, not in ffa).
Balanced against all, ranged, fast, invisiblbility can be swapped whenever needed and can last forever.
Cons, expensive (bout 800), slower when invisible.


Sapiens: Sniper,
Light ground that has a range of 1-3.
Medium Price, good vs. Light ground and aerial.
Slow, no damage vs. Heavy ground.


…change stuff to balance out as needed, keep names please.

This message was edited 1 time. Last update was at May 10, 2014 08:22

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