Duaneski
Messages: 1021,
Joined: Nov 27, 2015,
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Duaneski
Messages: 1021,
Joined: Nov 27, 2015,
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Carrot had this idea that we could build out some races in game , and then we can load them into a series of maps. Here's my take on an alternate race for Titans, heavy work in progress
Phasing Race
Sapien report on new Phasing race:
This is a race which appeared, suddenly, when a first, single warship warped near our world. Brutally equipped infantry surged into existence all around the warship, decimating an entire Khralean army in one fell swoop. Soon thereafter Phasing bases cropped up, with the brutal machines tearing through the countryside.
This race is quick, and deadly, but largely unable to stand toe to toe with our forces in a fair fight. Unfortunately they don't fight fair, deploying the Sapien-designated 'Sentinel' and 'wraith' units to freeze our units in time. This Stun ability seems to be the primary threat of the phasing race, but their mobility presents new challenges for our forces as well.
It should be noted to our battlefield commanders that our own EMP is ineffective against this race. Additionally, we have seen no effect on this race by khralean plague or Titan UV.
Maybe one day we will find a weakness, but for now the best weapon seems to be a good old fashioned bullet to their exoskeleton. God speed.
Race Strengths:
- unit delivery (either via mobility or Stun-EMP)
- Specialized units
- Counter Play Style (can counter enemy units with outstanding threat ranges and Stun-EMP)
-Teleport and UV
Race weaknesses:
- Stun-EMP Tax. units are a bit weaker than other races to account for access to EMP and extra mobility.
- Vision. Outside of Assimilator this race has terrible or zero vision.
- Lack a traditional artillery piece.
- Only one armor cracking unit
Runner - guardian
Cost 100
Actions per turn: 1
AAM: yes
Mobility 12
Vision 0
GL 5
GH 1
Aerial 0
Aq 3
Amph 4
Range 1
Defense 4
Repair 1
Special force:
Teleport
Orbital - Cyberunderling
Cost 125
Actions per turn: 2
AAM: No
Mobility 4
Vision 3
GL 5
GH 2
Aerial 0
Aq 4
Amph 4
Range 1
Defense 4
Special force:
Bury
Dark Swordsman - Mecha
Ground light
Cost 150
Mobility 12
AAM: No
Vision 3
GL 4
GH 3
Air 1
Aq 2
Amph 4
Range 1
Def 7
Repair 2
Special abilities:
teleport
Sentinel - plasma tank
Support Unit
Cost 200
Mobility 7
Vision 0
No attack
Def 9
Repair 1
Special force:
EMP (range 2)
Director - assimilator
Support Unit
Cost 250
Mobility 9
Vision 8
GL 1
GH 1
Air 1
Aq 1
Amph 1
Armor Pierce: 10% all
Range 4-4
Def 0
Repair 1
Repair factor 2
Infiltrator - Speeder
Cost 250
Mobility 18
Vision 0
GL 8
GH 7
Air 3
Aq 4
Amph 7
Range 1
Def 3
Move after attack mobility: 4
Wraith - Eclipse
GH
Cost 300
Mobility 12
Actions: 2
Vision 3
No Attack
Def 2
Special Force:
UV 1, Range 2
EMP Range 2
Hunter - Walker
GH
Cost 550
Mobility 9
AAM: yes
Vision 1
GL 8
GH 8
Air 10
Aq 10
Amph 8
Range 1-2
Def 9
Repair 2
Water units: didn't work on these much yet. I am thinking something along these lines:
Sharkee
Only operates underwater. Controls the seas
Mantisse
Counters amphibians with otherwise terrible stats.
Hydronaut
They don't have one yet
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Duaneski
Messages: 1021,
Joined: Nov 27, 2015,
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Duaneski
Messages: 1021,
Joined: Nov 27, 2015,
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Cant edit the post. But I think Sentinel defense was too high at 9. Gonna reduce to 7 for now.
Really torn on the infantry unit stats. Pretty confident that Runner fills its role as a base capturer without being inadvertently chosen as a combat unit as intended.
I think the dark swordsman might be a bit strong. Torn on considering reduction of repair rate, defense value, or increase in cost to 175. OR it might be okay as is... lack of Attack After Move seems like a big deal. need more play testing I think. I'd rather start out with low stats and buff up to existing races... but it's been tough vetting out where this really is so far haha.
Similar with cyber underling .. two actions but also no AAM... but two actions with Bury makes this a potentially too strong unit. The baseline stats/cost are low... not sure if it needs fixed.
Anyway, that's where the main focus is right now, figuring out the early game and infantry for this race.
From what I've seen of the speeder it seems to trade where I want it ( 2 / 7 with a tank that isn't EMP'd or damaged lol. Tho need to check head up with marauder and speeder )
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