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Race idea 3: The dead rise (updated 2/13)
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Duaneski

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Duaneski

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See newer version below ...


See

UW
Undead Race

Main mechanic: units can be spawned from any location next to a Necromancer that is a valid location (I.e. GH can't be on mountains, only aquatic on water tiles, and can't have two units on one tile, etc. )

Which is a serious perk, of course.

Common thing found on units is either:
1. plague or
2. Decay
There is no way to stop either, for this race.

Some of their attacks will put decay onto enemy troops. Plague will still spread naturally to saps, making them a real thorn for saps to play against.

Overall Vision scores and mobility scores are appalling. 1-2 are most common vision scores, maybe one unit will have a 3. Top mobility I'm planning on 7-8. Getting to the point where you can build units by your enemies base will take time.

I want to go with reanimated forms of Uniwar troops for the most part. Mostly saps and khra since I'm not sure that Titans are even "alive" :p but maybe some of their tech will be used...




For other races, decay and plague can be healed as they always have.


Decayed underling GL
Cost 50
Can capture bases
Mobility 7
Vision 1
GL 4
GH 2
Air 0
Aq 2
Range 1
Def 3 (really 2 with decay)
Repair rate 0

Decay - this unit loses one health per turn, starting at the end of your next turn. This unit also loses one defense. Decay can take the last health point from a unit, killing it.

Returned - any time an underling is killed, it is immediately replaced with a decayed underling under your control.

Necromancer
Cost 150
Can NOT capture bases
Mobility 7
Vision 2
GL 0
GH 0
Air 0
Aq 0
Range n/a
Def 6
Repair rate 1

*can raise undead warriors in adjacent hexes


Spectral Marauder
GH
Cost 200
Mobility 6
Vision 2
GL 6
GH 3
Air 3
Aq 3
Range 1
Def 6 (5)
Repair rate 0
Actions / turn: 2

Skill: EMP. 8 turn Cooldown.
Decay

Vile Swarmer
Aerial
Cost 150
Mobility 4
Vision 2
GL 3
GH 3
Air 3
Aq 3
Range 1-2
Def 2

Any unit hit by the vile swarmer (attacking or defending) receives the Decay debuff.

Bones of the Garuda
Cost 300
Aerial
Mobility 9
Vision 2
GL 6
GH 6
Air 8
Aq 6
Range 1
Def 7
Repair rate 2

Zombie Pinzer
GH
Cost 400
Mobility 6
Vision 1
GL 7
GH 8
Air 6
Aq 8
Range 1
Def 10
Repair rate 1

Nightmare Eclipse
GH
Cost 300
Mobility 7
Vision 3
GL 8
GH 4
Air 8
Aq 4
Range 1-2
Def 9 (8 due to decay)

Decay

Units the nightmare hit develop plague (if saps) AND decay.

Phantom Wyrm Battery
GH
Cost 750
Mobility 7
Vision 2
GL 6
GH 6
Air 6
Aq 6
Range 2-4
Def 7
Repair rate 1
Attack after move: No
Special ability: Burw

This message was edited 5 times. Last update was at Mar 19, 2018 20:57

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Duaneski

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Duaneski

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Might go down to 50 on base infantry to really solidify the numbers thing. But for now let's say 75
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Apercent

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Apercent

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I like the game mechanic.
I think that zombies of old uni-units might not be so good of an idea, since we're basically taking all the old units and giving them a cheaper cost and decay. Basically, the race should be more original (like phasers).

This message was edited 1 time. Last update was at Jan 26, 2016 03:44

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Duaneski

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Duaneski

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  Apercent wrote:I like the game mechanic.
I think that zombies of old uni-units might not be so good of an idea, since we're basically taking all the old units and giving them a cheaper cost and decay. Basically, the race should be more original (like phasers).


I don't disagree with what you're saying, more from a flavor perspective was why I went with Uniwar units as a premise. Like, what actually would rise up first.

I think it could make sense to have at least a couple original units though. Maybe one as a leader type unit ... But I'll have to think about it another time.

Definitely intrigued by the game mechanic. I can't decide how I would plan against this race....
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Apercent

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Apercent

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I think a leader would be justified. What if the zombies could only spawn around leaders, since they are the only ones with vision?
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Duaneski

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Duaneski

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  Apercent wrote:I think a leader would be justified. What if the zombies could only spawn around leaders, since they are the only ones with vision?


YES!! I love it
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Duaneski

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Duaneski

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Update log 2/13:

Changed several units to reflect change of not being able to spawn "anywhere"

Reduced cost of Necromancer.
Changed stats for nightmare eclipse

Reduced defense and cost for vile swarmer
Increased stats overall for spectral marauder given decay debuff presence

Increased mobility of bones of Garuda. Altered stats to make it a much more competitive anti air piece. (These may need nerfed in fact)

Changed stats for Wyrm unit extensively. Added burrow ability, which we have always wanted on a Wyrm

Changed Pinzer stats extensively.

All in all a bit update. I think this race is unique in function, poised to be competitive, and would require a lot of planning and thought given units who start with or can give the decay debuff.

As always I'm open to thoughts and thanks for reading
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Duaneski

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Duaneski

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UW
Undead Race v2

Main mechanic: units can be spawned from any location next to a Necromancer that is a valid location (I.e. GH can't be on mountains, only aquatic on water tiles, and can't have two units on one tile, etc. )

Which is a serious perk, of course.

Unique race ability:
1. Decay
Decay is similar to plague, but decreases affected units DEFENSE by 1 each turn, and can not be healed by any means. (Not all units are susceptible to decay). Decay does NOT spread to adjacent units like a plague.
2. Refurbished: any time the Undead kill an enemy unit during their turn, the Undead player gets 10% of the cost of that unit in credits.
3. Blood magic and Diminishing returns: the Undead player does not receive credits for owning bases or occupying cities. at the start of the game, the Undead player gets the same number of credits per turn as the average of each other player. The amount the Undead player receives per turn will diminish based upon a formula or something .. something like(total bases x credits per base / [total number of tiles / total number of players]) ... this isn't it. But something where the more credits on a bigger map, the longer it'll take to decay. But im intending them to lose roughly 10%/turn at round 15, 30, and 45. To give a sense of urgency and to balance out the refurbish ability I guess


Some of the UNDEAD Units' attacks will put decay onto enemy troops.

Overall Vision scores and mobility scores are appalling for this race. 1-2 are most common vision score. Getting to the point where you can build units by your enemies base will take time.

Thematically I am going with reanimated forms of Uniwar troops for the most part. Since those units would be recently dead, it makes sense they would be the ones resurrected. Mostly saps and khra since I'm not sure that Titans are even "alive" :p but maybe some of their tech will be used...


Decayed underling GL
Cost 50
Can NOT capture bases
Mobility 7
Vision 1
GL 4
GH 2
Air 0
Aq 2
Amph 3
Range 1
Def 5
Repair rate 0

Decay - this unit loses one DEFENSE per turn, starting at the end of your next turn.

Returned - any time an undead player kills an underling during their turn, it is immediately replaced with a decayed underling under that players control.

Zombirine (zombie marine, yeah)
Cost 100
Can capture bases
Mobility 8
Vision 2
GL 4
GH 2
Air 4
Aq 2
Amph 5
Range 1
Def 7
Repair rate 1

Decay

Returned - any time an undead player kills a marine during their turn, it is immediately replaced with a zombirine under that players control.

Necromancer
Support / GL
Cost 125
Can capture bases
Mobility 7
Vision 2
GL 2
GH 1
Air 1
Aq 2
Amph 3
Range 1-2
Def 4
Repair rate 2

*can build any undead units in adjacent hexes

Flesh weaver
Support / GL
Cost 200
Can capture bases
Mobility 7
Vision 3
GL 0
GH 0
Air 0
Aq 0
Amph 0
Range n/a
Def 2
Repair rate 2

Skill: reweave: cost 100: reset an adjacent units defense to its initial value. (Decay remains on the unit.) cooldown: 7 rounds.

Double repair rate of adjacent units.

Skill: decay: adjacent unit gains the status effect decay. (Cooldown: 5 rounds)


Fuzetisse (yeah like a mantisse with fuze fans and miniguns)
Amphibian
Cost 325
Can NOT capture bases
Mobility 7
Vision 1
GL 4
GH 2
Air 1
Aq 3
Amph 5
Range 0-2
Def 5
Repair rate 1
Actions / turn: 3

AP GL 20%
AP aerial: 30%
AP aquatic 30%

BopperFly (like a boarfly with a bopper sticking out of its mouth)
Air / Blaster
Cost 350
Mobility 4
Vision 0
GL 1
GH 5
Air 2
Aq 2
Amph 3
Range 3
Def 4
Repair rate 1
Actions / turn: 2
AAM: no
MAA: yes (mobility 6)

AP GH 30%
AP aquatic 30%
AP aerial 40%

Spectral Marauder
GH
Cost 250
Mobility 9
Vision 2
GL 6
GH 3
Air 3
Aq 3
Range 1
Def 11
Repair rate 1
Actions / turn: 2

Decay
EMP: radius 1. Cooldown: 6 rounds

Vile Swarmer
Aerial
Cost 200
Mobility 6
Vision 2
GL 6
GH 2
Air 2
Aq 3
Range 1-2
Def 3

Any unit that the vile swarmer attacks receives the Decay debuff.

Zombie Pinzer
GH
Cost 400
Mobility 6
Vision 1
GL 7
GH 10
Air 2
Aq 8
Range 1
Def 20
Repair rate 2

Decay

Salvaged Artillery (can't think of a name. But basically walker/battery parts)
GH
Cost 800
Mobility 0
Vision 4
GL 16
GH 12
Air 10
Aq 12
Amph 10
Range 2-5
Def 14
Repair rate 1
Attack after move: No
Decay

Return of the Kraken (if a kraken and leviathan had a baby)
Submersible
Cost 500
Can capture bases
Mobility 7
Vision 2
GL 9
GH 8
Air 6
Aq 9
Submerged 6
Amph 9
Submerged penalty: -1
Range 0-2
Def 14
Repair rate 1



┆┈┋ ┇쀀＀┏￿￿@Duaneski:┑ ┍ how about a defiled ⥆ that has high defense but horrible attack, or an ok attack but range limit of ⤱ or something, but it can spawn undead ⥈ for a price
To fit with necro mechanic but on the sea, or if you want saps some kind of ghost ship mechanics tbd
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