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stormtrooper

Messages: 13,
Joined: Oct 20, 2010,
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stormtrooper

Messages: 13,
Joined: Oct 20, 2010,
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Maybe the introduction of a single "ultimate" unit will help break up some of the long, build up games. Here are some suggestions:

for the Sapiens make an ultimate unit with a range of 6. Yes, give the sapiens a longer range unit. To give it to the titans is to obvious since they already have the range advantage. the sapiens would have one unit which could pick off the titans, forcing them to act. The titans would still have a huge range advantage comparably since the sapiens only get this one unit compared to their many walkers.

For the titans, I recommend something that flies but has little range. weapon does damage spash damage which even hits buried units.

ironklad

Messages: 23,
Joined: Aug 28, 2011,
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ironklad

Messages: 23,
Joined: Aug 28, 2011,
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Do you mean "one" unit as in you can only have one on the battlefield at a time?
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Wrath Of Sid

Messages: 34,
Joined: Feb 15, 2012,
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Wrath Of Sid

Messages: 34,
Joined: Feb 15, 2012,
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Experimental units. Each one can only be fielded one at a time and can make one attack per weapon per turn. Since they have multiple weapons they can attack multiple times per turn.

Sapians: Devastator Tank (cost 2000)
Description: Heavily armoured land unit with multiple weapons including short ranged cannons, anti air machine guns and long range cruise missiles.
Cannons: Range 1-2 hexes, effective vs. ground light and ground heavy, cannot hit air units.
Anti Air: Range 1-2 hexes, effective against air and ground light, no damage vs. ground heavy or aquatic.
Cruise missiles: Range 3-6 hexes, cannot target aerial units, pwn everything else
Special Ability: Toxic shell (fires a shell containing a toxic gas that spreads out in a 2-hex radius around the impact site, any Khralean units in the gas cloud lose 2 hp/turn, gas dissipates after three turns, cooldown 10 turns)

Khraleans: Ripper Swarm (cost 2000)
Description: Swarm of thousands of tiny flying insects that can spit acid, create fire blasts and strip away armour with their razor sharp claws.
Acid spit: Range 2-3 hexes, effective against ground heavy and aquatic, cannot hit aerial
Fire blast: Range 1-2 hexes, effective against ground light and aerial units, no effect against ground heavy
Claws: Range 1 hex, effective against everything
Special Ability: Frenzy attack (instantly reduces any unit's health to 1 hp, cannot use on experimental units, cooldown 10 turns)

Titans: Ravager Gunship (cost 2000)
Description: Titan aerial mothership that can support Titan planetary attacks with heavy weapons
Plasma beam cannons: Range 1 hex, supercharged version of Plasma Tank's cannon that can punch through armour very easily, effective against Ground Light, Aquatic and Ground Heavy, cannot target air units
Laser turrets: Anti air defence, range 1-2 hexes, effective against Ground Light and Aerial, weak against Ground Heavy and Aquatic
Plasma missile tubes: Range 2-4 hexes, effectivve against Ground Light, Ground Heavy and Aquatic
Special ability: Special Weapon Support (any Titan unit within a two hex radius of the Ravager with an ability cooling down will have the ability instantly cooled down and ready to use next turn, cooldown 5 turns)

Sanity is for the weak!!!
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Skar

Messages: 29,
Joined: Feb 21, 2012,
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Skar

Messages: 29,
Joined: Feb 21, 2012,
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Nice ideas Sid but I have a question - if one of teh ultimate units is attacked what will determine the weapon with which they counterattack?

Nothing says 'Carpe Diem' like beer made of beer.
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