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UPDATE - New units !
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Duaneski

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Duaneski

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Harrier - Khral - version A
Aerial
Cost 300
Actions per turn: 1
Mobility 9
Vision 3
GL 4
GH 2
Aerial 2
Aq 2
Range 1
Defense 6
Repair 1
Bury
Move underground speed: 6
Move after attack: 9

Harrier - Khral - version B
Aerial
Cost 400
Actions per turn: 1
Mobility 9
Vision 3
GL 8
GH 5
Aerial 3
Aq 5
Range 1
Defense 7
Repair 1
Bury
Move underground speed: 9
Move after attack: 3
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japhib

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japhib

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Duaneski, what's the point of the harrier? ^ Is it supposed to be an underground specialist with a high unbury attack bonus? If so, that would be cool ... From the stats you posted it kinda just seems like an expensive, squishy aerial underling though.

Would it get a higher unbury attack bonus than underlings? If so, how much higher? (Does anyone know what the current exact number for the unburying attack bonus for underling is?)
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Duaneski

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Duaneski

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  japhib wrote:Duaneski, what's the point of the harrier? ^ Is it supposed to be an underground specialist with a high unbury attack bonus? If so, that would be cool ... From the stats you posted it kinda just seems like an expensive, squishy aerial underling though.

Would it get a higher unbury attack bonus than underlings? If so, how much higher? (Does anyone know what the current exact number for the unburying attack bonus for underling is?)


The current is 3 or 4 .. I think 4..

So yea. Both versions are a bit different of course.

Version A: excellent for setting up base captures with a buried underling force. Also able to pop up, hit aerial units for a strength 6 attack, and then retreat 3 tiles to -hopefully - safety.

This units role is to give some variety to KvK fights. Both in having a unit with move after attack for base capturing shenanigans aaaand for repositioning after attacks. This is a big part of the game and giving this to K in spades seems fun to me.

Version B: a true heavy hitter. When this pops up it hits at power 9 GH aaaand can reposition one tile. Trade off is its really squishy and value is pretty low if it isn't buried. This would be an effective unit for rupturing a plasma wall or maybe setting up an ambush. I kept some move after attack, because as above, I think this is an important aspect missing from Khral play. I reduced it to 3 though, as this means it can not cover a base with move after attack. Thus their roles are vastly different.

Personally I prefer version A, I think light hitting and quick fits Khral well.


Another one..

Extractor - Titan or Khral
GH
Cost 375?
Actions per turn: 1**
Mobility 11
Vision 4
GL 7
GH 5
Aerial 4
Aq 5
Range 1
Defense 9
Repair 2
Special ability: Extract essence - when this unit kills an enemy unit, it gains another action (Max of say, 5 actions per turn)

I say Titan or Khral because I feel like this would really step on the heels of the marauder if it were a sap unit

.. I just reread sims units on page one. I love all of those

This message was edited 2 times. Last update was at Sep 26, 2016 23:05

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japhib

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japhib

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That's awesome!! I think the harrier idea works really well with Khrals' current playstyle. I also think the Extractor would be a good fit for Titans, although maybe with a bit of a nerf and price reduction so it can help fill that early-game gap for Titans vs. Khrals & Saps on low-income maps ... Although maybe another unit would be better for that.
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LkASr

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LkASr

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xavi, it's the end of the month, when do the units really come out?

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Duaneski

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Duaneski

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Some fun new ideas. I don't know if these are doable, but they seem fun to me

Pest - Khral
Aerial
Cost 150
Actions per turn: 1
Mobility 8*
Vision 4
GL 4
GH 2
Aerial 1
Aq 2
Range 1
Defense 5
Repair 2
Move after attack: 0
***Gains 2 mobility for each adjacent pest at the start of its action.
***Adjacent enemy units suffer -1 attack and -1 defense.

Evolved - Khral
GH
Cost 350
Actions per turn: 1
Mobility 12
Vision 3
GL 3
GH 3
Aerial 3
Aq 3
Range 1
Defense 7
Repair 2
*Gains +1 attack and defense this action for each DIFFERENT type of unit adjacent to it at the start of the action. Once the action is complete stars revert as above.

Legion - Titan
GL
Can capture bases. Sure :p
Cost 200
Actions per turn: 1
Mobility 6
Vision 3
GL 5
GH 4
Aerial 3
Aq 3
Range 1
Defense 6
Repair 1
*range increases by 1 for each adjacent legion at the time of the units attack (NOTE: it does NOT become a range from 1-6, but each legion adjacent gains a single range value. For 3 legion standing next to each other, they each have a range of 3 and a vision of 3. So they can not attack at 2 hexes or 1 hex.)


Phalanx - saps
GL
Cost 200
Can capture bases
Actions per turn: 1
Mobility 7
Vision 4
GL 7
GH 4
Aerial N/A
Aq 2
Range 1
Defense 4*
Repair 1
Move after attack: 3
*gains 1 defense for each adjacent phalanx

This message was edited 4 times. Last update was at Sep 29, 2016 03:53

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Duaneski

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Duaneski

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So to break down the WHY for each of these units.

1) the pest. I feel like this inherently fits the khral style of weak units that overwhelm. It helps with armor cracking. Their obscene mobility buff means you can in theory put a swarm of these all over the battlefield wherever you need them... on a underling pop-up turn this could be a huge advantage. They aren't a direct fix for any problem or strength IMO, but I think given their flexibility and utility, as well as low cost, they would see play in literally every matchup.

2) evolved. Encourages the player to have a diverse army. I feel like a bug that draws from a diverse gene pool is a cool idea? Without much diversity it's kind of a useless piece, but with 6 different adjacent units it literally hits like a tank. Could encourage some very interesting builds.

3) legion. Okay, so this isn't an alternative to a walker because it doesn't hit hard enough. And there might be an urge to build and put together 6 of these for a potential 6 range, which is interesting... but where I see the legions really doing work is in groups of 2-3, offering fire support against support pieces or marauders or swarmers. They're tricky to use for many reasons, and would be incredibly vulnerable if left out of position. So costing and giving them the right stats would be important. But I think they would be fun to play with and against (killing 3-6 of them without taking a shred of damage just seems blissful to me :p )

4) phalanx. I feel like this is a super sapien unit. Move after attack, hardy, utility. Took away air attack so it wasn't 'better' than anything. It just makes them a really formidable alternative to tanks on a foresty or mountain map i guess. I think they would be fun to play with in some ways, but I'm least excited about them. Maybe giving saps the evolved unit would work :p

This message was edited 2 times. Last update was at Sep 29, 2016 03:27

B62

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B62

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Dunaneski. I like the idea of units that gain power from neighboring units and also the other unit you posted that gets a new move (or some other boost) each time it kills an enemy unit. I think these powers would work best for a new race (rather than for sapiens, khral or titans). This would make that new race distinctive in terms of game play.
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LkASr

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LkASr

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  B62 wrote:Dunaneski. I like the idea of units that gain power from neighboring units and also the other unit you posted that gets a new move (or some other boost) each time it kills an enemy unit. I think these powers would work best for a new race (rather than for sapiens, khral or titans). This would make that new race distinctive in terms of game play.


I had similar abilities like that, but it's focused on repair rate as shown here, under Phoenix Rider:

http://forum.uniwar.com/posts/list/2211.page

This message was edited 1 time. Last update was at Sep 30, 2016 22:33


Never surrender when you still have the chance.
"I have achieved navel superiority" -myself 2017
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japhib

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japhib

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Xavi, has there been a final decision about what the new units will be?
borden

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borden

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I like the idea of some kind of air unit for titans
Kohtar

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Kohtar

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Hello,

I'm pretty new to Uniwar, but already past 2100, so I must not be playing too badly...
I think that introducing new units should aim to better balance the races while keeping their specificity (defense/no air for titans, hit & run for saps, swarms of bugs for khals)
To me, the most problematic matchups right now are titans vs. sapiens and khral vs. khral.

The problem with titans vs. sapiens is that Titan's only counters to a sap tank rush are the Plasma Tank (which is more expensive and has a lower repair rate than sap tanks for a pretty moderate increase in firepower) and the Walker, which is inpracticable on small maps. Actually, at least 4 of my 5 rated defeats (I'm not sure about the fifth) were titans vs. Sapiens.
Sure, a well-fortified Titan can be a formidable opponent, but the map needs to be large enough for the Titan to reach this point.

The problem with Khral vs. Khral is that it is dominated by mass Garuda/Swarmers, which is a bit boring.

This is why I suggest three units (one per race) which might help with that:

- Titan MechWarrior:

Cost: 200
Mobility: 5
Vision: 4
Type: Ground Light

Attack vs:
GL: 5
GH: 8
Aerial: 3
Aquatic: 6
Defense: 4
Range: 1-2
Repair: 1
Teleport: Yes
Fire after move: Yes

This unit is designed as a light mobile artillery (bazooka-like), especially effective against GH. It's mostly designed to give a cheap counter to a tank invasion, while remaining vulnerable to marines or marauders. It's very slow and can only get into mountains by teleporting. Doing so however gives it a pretty nice attack point.


- Sapiens Bomber:

Cost: 800:
Mobility: 13
Vision: 6
Type: Aerial

Attack:
GL 11
GH 11
Aerial 0
Aquatic 11
Attack Range: 2
Defense: 1
Repair: 1
Actions/turn: 2

Move after attack: No.
Special: Destroyed if it doesn't finish its turn on a friendly base.

Very powerful late-game unit. It can bomb at a long range (6!) if the path is clear. Pretty much a nightmare for Titans. It blocks a base and is very vulnerable if the enemy can reach it. Ineffective against ranged units (except the walker) and air units. Can attack twice on a suicide mission, or if the opponent is two tiles away from the base.

- Khral Mosquito.


Cost: 200.
Mobility: 16
Vision: 6
Type: Aerial

Attack:
GL 6
GH 0
Aerial 10
Aquatic 0
Attack Range: 1
Defense: 4
Repair: 1

Move after attack: Yes (2 steps)

This unit is fast, vulnerable, and deadly for aerial units. Breaks the mass Garuda/swarmer.
Kohtar

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Kohtar

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My bomber proposal can alternatively simply be able to move after attack (4 tiles).

My mosquito proposal might also be able to transmit the plague to Sapiens whenever he hits them.

Amphibious and new naval units are also good ideas, but there are already lots of good ideas about them in this thread.
join wang

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join wang

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I was going through the old tournaments when I saw one that mentioned something about mind snakes. The little bit of text also seem to suggest that they can control sapiens and titans do you guys think this would be a new unit?
Heres the link: http://www.uniwar.com/tournament.page?tournament=sneakysnakes
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xavi

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xavi

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Thank you for all the creative posts. We are actively working on the units. Only 1 of the 3 first units is fully complete. The ETA is sometimes in November (I hope for first half of November). The next units should follow much faster. More info/preview soon.

-= The UniWar Team =-
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