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New Race 4 - Exo Strike Force *updated 2/29
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Duaneski

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UW Race 4 - ESF - Exo Strike Force

Upon the arrival of the first aliens on the sapien home world, sapien scientists began development of genetically engineered sapiens. Fortunately, these experiments were eventually successful. 100 years into the Uniwar, a new weapon emerged from the underground bunkers ready to turn the tides of war.

Unfortunately, the Exo had long since butchered the now inferior scientists who created them.

Aware of the war above ground, the Exo spent a century developing weapons of war suited to the landscapes above. Young Exo Warriors were trained from birth for war.

Monstrous machines were constructed, with only one thing in mind: ultimate victory.

The Exo studied the war above, and built flying machines they believed could decimate the existing species.

They prepared Rangers: one half of their lives learning of medicine, the other killing.

Exo Commanders keep the army moving purposefully across the battlefield, able to turn the tide of battle with a brilliantly executed flank attack, or by facilitating a timely retreat. All Exo are intelligent compared to Sapiens, but only the most brilliant are chosen as commanders. They study strategy from age 1. They are adept killers, and leaders.

Lastly, the Exo Revenant. The most venerable Exo, when not released from service dishonorably - which most are - are given the title and duty of the Revenant. This position is truly closer to an engineer, however these hardened soldiers are given special tools to see that at the end of the Uniwar, only the Exo stand alone.

More to come...


Exo Soldier
GL
Cost 100
Can capture bases
Mobility 10
Vision 3
GL 5
GH 2
Air 2
Aq 3
Range 1
Def 5
Repair rate 2

Exo Ranger
GL
Cost 200
Can capture bases
Mobility 9
Vision 3
GL 3
GH 1
Air N/A
Aq N/A
Range 1-2
Def 4
Repair rate 1

Adjacent friendly units have doubled repair rate

Exo Commander
Ground Light
Cost 200
Can capture bases
Mobility 9
Vision 5
GL 6
GH 4
Air 4
Aq 4
Range n/a
Def 7
Repair rate 1

*Gang up bonuses for the next attack following a commander attack are doubled.

Ability: RETREAT! Friendly adjacent GL units have the ability to teleport to any available hex which is adjacent to an owned, friendly base. The commander is able to use this ability himself as well. Units who retreat do not have a one turn Cooldown as Titans do when teleporting.

Exo Turret
GH
Cost 250
Mobility 4
Vision 3
GL 10
GH 6
Air 7
Aq 7
Range 1-3
Def 10
Repair rate 2
Can not move and attack same turn.

(***terrain note: this unit has -4 defense,-4 attack on all non-base terrains)

Exo Air Superiority Fighter
Aerial / GH
Cost 400
Mobility 21 total
Vision 5
GL 6
GH 5
Air 11
Aq 4
Range 1
Def 11 / 4 (9 while attacking, 4 while on defense .. Counts as aerial unit when attacking, GH when defending)

Exo ASF must finish its movement on a plain tile, health tile, base tile, or naval base tile.

This unit can move a total of 7 tiles, but must be able to land following its attack. It may land where it attacks, IF that is a valid landing location.

Exo Gunship (replacing Stryker)
Aerial
Cost 700
Mobility 4
Vision 4
GL 14
GH 10
Air 6
Aq 10
Range 1-4
Defense 5
Repair 2

Exo Dreadnaught
GH
Cost 500
Mobility 6
Vision 3
GL 14
GH 12
Air N/A
Aq 10
Range 1
Def 14
Repair rate 1

Exo Decimator
Colossal
Cost 1500
Vision 5
GL 14
GH 7
Air n/a
Aq 12
Range 6-8
Def 14

The exo player may have up to two decimators in play at a time.

Exo Chimera
Aquatic
Cost 250
Mobility 9
Vision 3
GL 4
GH 4
Air 4
Aq 6
Range 1
Def 7
Repair rate 2
Attack after move: No



-----

Scrapped units:

Exo Stryker
Cost 550
Aerial
Mobility 21
Vision 5
GL 10
GH 10
Air N/A
Aq 10
Range 1-2
Def 7 / 3 (7 while attacking, 3 while on defense .. Counts as aerial unit when attacking, GH when defending)

Exo Stryker must finish its movement on a plain tile, health tile, base tile, or naval base tile.

This unit can move a total of 7 tiles, but must be able to land following its attack. It may land where it attacks, IF that is a valid landing location.

Revenant
Ground Light
Can not capture bases
Cost 250
Mobility 8
Vision 4
GL 5
GH 5
Air 5
Aq 5
Range 1
Def 9
Repair rate 0
Actions / turn: 1

Skill: Plant Bomb * 7 turn Cooldown

Bomb: lasts for 7 turns. May detonate to deal damage to any unit standing on it. Deals power 8 GL attack, power 8 GH.

(Revenants are equipped with a heavy armor, reminiscent in function of dragoons from Starcraft, but more closely resembling a bipedal power armor)

This message was edited 7 times. Last update was at Feb 29, 2016 15:03

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Duaneski

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The theme for this race is two things:

Brutal simplicity

And

Escape mechanics coupled with traps

So, units of similar cost to original Uniwar troops will be slightly more effective on paper, but lack extra abilities.

A couple specialist troops will provide buffs (with Cooldowns) which effectively MIGHT offer the main army the special abilities they are lacking.

Meanwhile, they will have airplane type troops with a lengthy move after attack, but they must "land" on a regular tile. Their defense stats will be low, but I plan on giving them range 1-2 attacks so in most cases they should be able to strike from 4 hexes out, fly 3 hexes away, and land. More on that later.

No artillery piece. The aircraft will serve as artillery.

So, I think that's the main stuff. I will get started on some units at some point
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Duaneski

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Oh yeah. The Revenant is going to have a bomb he can bury. It'll show up sort of like an underling. the bombs last for about 7 turns, and can be detonated to deal 2-5 damage to the unit standing on the tile.

If an engineer type unit moves onto the tile; a disarm bomb option will appear.

So, the commander can give a retreat order (sacrifices his movement and action for the turn), which will double the movement speed for all friendly Exo units within 4 hexes, unless an affected unit attacks.

This should allow the Exo to situationally be able to escape combat. If revenants have been placing bombs.. This could allow them quite a bit of breathing room.

This plus the hit and run nature of the Exo Air Force could allow this race to be very good at comeback victories.
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Apercent

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Suggestions :
1. Replace the fantasy race with this (yaaay to this)
2. I'd say to not give them association with sapiens scientists. I'd rather say an unknown race (race X for example) made them and eventually got slaughtered. Adds to the it-could-happen-to-you factor
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  Apercent wrote:Suggestions :
1. Replace the fantasy race with this (yaaay to this)
2. I'd say to not give them association with sapiens scientists. I'd rather say an unknown race (race X for example) made them and eventually got slaughtered. Adds to the it-could-happen-to-you factor


1. I like these guys. I think they fit the game a lot better than the fantasy race for sure.
2. Well, I could go either way there. I mean we are Sapiens, so for the it could be me thing, I think it having been old saps works. Making it Race X could open things up. And in fact, this gave me the idea that they could have some mutated Exo Khra type troops hidden down there.. So that brings the possibility of a biological monstrosity into play
But for now I'll leave it as is... It ties it in with the game universe directly
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I had an race idea about people who
A) start off with leaders
B). Eventually began to worship their leaders
C) end up with a religion that tells them that their leaders are gods and that nothing else is as good as their leaders.

D)centuries pass. The original religion still dominates.
E) the people began to get technologically advanced
F). As they get better at technology, certain machines began to become better at doing things than their leaders
G). This directly contradicts the religion
H). So, they genetically alter their leaders to make them as good as their machines
I) they create artifacts to alter laws of science and make their leaders more efficient than certain things
J). They also use the power of mass- placebo effect to alter their vision of the world
K). In the end, their leaders end up super beings

I didn't have any ideas for this race other than the prime (the super leader). So instead of making a new race, I suggested you use the prime in the form of the archon. However, I see that this race could be useful if your race is about mutants
I'll make my own post about this race, its very slike to your however, especially with the speeder and tactics

This message was edited 3 times. Last update was at Feb 14, 2016 03:26

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Apercent

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Anyways, I think it's time for a unit review
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UW Race 4 - ESF - Exo Strike Force


Aware of the war above ground, the Exo spent a century developing weapons of war suited to the landscapes above. Young Exo Warriors were trained from birth for war.


Exo Soldier
GL
Cost 100
Can capture bases
Mobility 9
Vision 3
GL 6
GH 4
Air 4
Aq 2
Range 1
Def 6
Repair rate 1

I think that the exo soldier is a bit boring personally. You can do better!

Exo Marksman
GL
Cost 100
Can capture bases
Mobility 9
Vision 3
GL 7
GH 2
Air N/A
Aq N/A
Range 1-2
Def 4
Repair rate 1

I like this guy. Maybe he should replace the other infantry, for lower stats in return. I'd maybe give him an option to attack or move, but not both (like a walker). So he can still have high stats and be worth 100

Exo Commander

I think this unit might be a bit op for its cost. So it's got the ability to hit, and it gives 2 repair rate, and a bigger gang up?

Revenant
I do like the idea of the mines, but the unit needs some work. It sounds too useless to me. (7 turn cool down!)


I think that a bomber airplane would be more in favor of your hit and run strategy. I had an idea for one on the prime race i never finished, if you'd care to hear it.

I like your air superiority fighter a lot. Maybe you should give it a little less mobility, its faaasst

The dreadnought is OP and so is the stryker

I like the chimera

This message was edited 3 times. Last update was at Feb 14, 2016 03:25

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Duaneski

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Dreadnaught OP?

Compared to plasma tank (same cost):
+1 GL, +1 GH, -5 Air (can't even attack so no gang up), -3 aquatic
+1 mobility, +1 repair.

I can't agree with that being OP... It's definitely what we all want a tank to be, but you're paying for it.

The Soldier is meant to be very simple. He can benefit from the support of marksmen and commanders though. Stat wise he is straight up better than a marine or mecha. as a result he has to be boring

As far as commanders being OP, I am planning to take the repair ability away from them, give it to the marksman, and retool that unit. That was a SNAFU on my part hah. That said, for 200-250 I don't see that unit as game breaking. Only the second attack after this mostly support level unit himself attacks is boosted. So it's possible that'll result in some BIG hits but I think it's gonna require some work. If it's too strong we could def make that a flat +1 bonus to the next attack though

Revenant fills an important role within the army. And those bombs pack a serious punch. Each Revenant can only lay one bomb, but you can build 2-4 of them for sure... Lay out a mine field and say come get me... Maybe lay a trap based upon where you will land some jets. I could move on his stats to make him more useful outside of bombs tho

This message was edited 1 time. Last update was at Feb 14, 2016 03:43

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Duaneski

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And lastly: for the fighter and Stryker:

Their mobility is very high. But on defense their defense drops to very low numbers. So if you can't land them somewhere safe, they're literally sitting ducks. Can be easily wiped away by marauders, speeders or swarmer level troops. Which are all very difficult to screen.

The good news is that on attack these troops are both very very strong for their cost. So the hit and run mechanic coupled with good infantry or Dreadnaught support should be crippling, I think.

I would absolutely be interested in hearing your bomber idea the Stryker is basically the bomber of the two air units I have. But I am always interested in more ideas.

So, that concludes my reply to your review thanks as always for your thoughts
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Alright. For your dreadnaught, how do you plan on them getting defeated in t v E?

As for the revenant.
the cool down is too high for the power-up to be worth the cost. It might be more beneficial to use burying suicide units. (Like blaze terrors), simply because they're faster.

I can see the skyter being problematic, as it costs too much and takes far too much damage, even on attack mode. I'd consider lowering its price.

(this was the idea I had for the " prime" race, but it didn't have enough units to work on its own).
Bomber
Type: aerial
Attack after move: yes
Move after attack: no
Mobility: 4
GH:1
Gl: 1
Aerial: 1
Aquatic: 1
Special ability: Bombing, Equalizer

Bombing: it can " fly" over enemy units, meaning it can ignore zoc and even occupy the same space as other units (even enemies) can. However, it can only attack units that it's directly above.
Equalizer: ignores the defense of every unit. It still only does 1 attack though.
It is a super charged maruader, and it can take 6 turns. Remember, it only can move 1 space and hit for 1 damage each turn.
Naturally this would have to be very expensive. Probably 800 credits.
Anyways, I wanted to mention this because I noticed your race is pretty similar in style to one I had in mind, so this unit might help your race as much as it did mine

This message was edited 5 times. Last update was at Feb 14, 2016 06:22

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Apercent

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On a side note, I like the fast style you've got going on here. I'd like to see a super fast tank unit in place of the dreadnaught, if the dreadnaught doesn't make it through editing

This message was edited 1 time. Last update was at Feb 14, 2016 06:22

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Duaneski

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  Apercent wrote:Alright. For your dreadnaught, how do you plan on them getting defeated in t v E?

As for the revenant.
the cool down is too high for the power-up to be worth the cost. It might be more beneficial to use burying suicide units. (Like blaze terrors), simply because they're faster.

I can see the skyter being problematic, as it costs too much and takes far too much damage, even on attack mode. I'd consider lowering its price.

(this was the idea I had for the " prime" race, but it didn't have enough units to work on its own).
Bomber
Type: aerial
Attack after move: yes
Move after attack: no
Mobility: 4
GH:1
Gl: 1
Aerial: 1
Aquatic: 1
Special ability: Bombing, Equalizer

Bombing: it can " fly" over enemy units, meaning it can ignore zoc and even occupy the same space as other units (even enemies) can. However, it can only attack units that it's directly above.
Equalizer: ignores the defense of every unit. It still only does 1 attack though.
It is a super charged maruader, and it can take 6 turns. Remember, it only can move 1 space and hit for 1 damage each turn.
Naturally this would have to be very expensive. Probably 800 credits.
Anyways, I wanted to mention this because I noticed your race is pretty similar in style to one I had in mind, so this unit might help your race as much as it did mine


In EvT plasma vs dread - you would see a lot of -3/-3 or -4/-3. So not the end of the world. Titans still have speeders or walkers.

Strykers have that 1-2 range, so against most ground units they can attack without being hit. That 2 range also affords them an extra space of hiding. I think the Stryker could be in a very good place
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Update 2/14 change log

Wow big update!

Added two new units: Turret and Decimator.

Turret is self explanatory. Good low cost defensive placement for situations where you own multiple forward outposts. Will need testing for balance for cost for sure.

Decimator. I think the super expensive unit class is somewhere we can explore. I wanted a towering juggernaut for this race, and something that can chug along at only 1 hex per turn is perfect I think. I am on the fence about whether this unit should be affected by RETREAT! as that would allow it to get up field so much quicker, negating the biggest drawback of the unit. I think stat wise it should be okay, as it costs nearly a walker and plasma, and I'm pretty sure that a walker and plasma could deal 4 damage to it for 5 in return? Well, maybe it'll need nerfed somewhat. But I like the idea! Slow, hulking, ginormous tank

I also edited the marksman to become the ranger, as promised. I adjusted his cost to 150, which gives that unit a much clearer "support" role. Since he is half soldier, the heal buff is only +1 instead of doubling. I think that unit would be effective and fits the fluff.

I tweaked commander defense upward since I took his heal ability away. Increased survivabiliry I think is useful in a unit who adds to gang up bonuses

I also retooled the Revenant. I noted the armor I picture him wearing, and increased his defense accordingly. On a mountain, forest or base tile these guys are going to be VERY effective troops. Hard to remove and able to dish out serious hurt. I think with this set up they are very cost effective outside of the bomb ability - which I still insist on as it plays into their "tactics" play style a lot.



Looking at this race where it stands now:
- on maps with infantry favorable terrain, this race would Have a large advantage given all of the GL troops it employs. Maybe smaller bonuses would help to mitigate this. Fluff wise this fits, I think. Even though the troops have trained extensively, they've never actually been in a forest. Mountains still provide that elevation bonus, so maybe I'll have them get a bigger bonus there and smaller overall in a forest?
- on maps without that terrain, what would this race do? I can see that they could build a turret on their forward base, put down some Bombs, and lure the enemy into a trap - using strykers or Fighters to play the attrition game
- Strykers should be good anti-Walker tech.
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Well the question I have for yea now is, which of these units do you like the most? Only 7 units in a race.

Anyways, I still disagree completely with the dreadnaught. It's got higher stats than the plasma, and costs as much. That's not a good combination. It has absolutely nothing to it that would give Titans a good advantage over it .

Also, I like the turret.
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