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UPDATE - New units !
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simsverd

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simsverd

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please keep the suggestions within the limitations given in the first post!

Moderator of gamechat and forum. Tourney admin.

Send me a PM here or invite me to a game if you want to ask me something, suggest a map for tourney or just wanna play a game
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Apercent

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Apercent

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My bad. Got a bit carried away there. Disregard all my land units
anonym551653

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anonym551653

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The eye(defensive) is sounds awesome(in looks only) just make a Titanized eye of saron onto whatever titan unit you're working on (of course you'll have to make it different enough to avoid legal issues)

This message was edited 1 time. Last update was at Sep 19, 2015 04:46

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Apercent

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Apercent

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Also I thought this unit from the old forum was pretty cool, maybe an 2* attack in one turn for balance reasons?
"Titans: Augmenter- Has ability to "ram" enemy units that sits adjacent to it, causing X amount of damage and recieving none. Then this unit will still have option to attack after a ram. Meaning it can move, ram, and then attack. "
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Apercent

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Apercent

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So basically, it just attacks twice in one turn. Probably a better unit for kharls so they can deal with swarmer spamming
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Duaneski

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Duaneski

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I know I'm very late to this.... But reading your OP, I think it would make sense to rebalance the current naval units, and add in additional naval units. I think making the current naval units the Battleship type unit (big cost, big stats, bombard land type abilities) and making the new units come into either:
Naval or air superiority (skimmer)
Or
ability based unit (a la hovercraft or salamander from your post)

I would propose:
Leviathan: change range to 1-4. Increase cost. Decrease speed.
Destroyer: change range to 1-4. Decrease speed. decrease damage by about 30-40%. but it gets a second attack. Maybe increase cost by 50, make this the battleship unit.
Hydronaut: change range to 3-5. Decrease speed. Possibly decrease damage to GH.. Reduce cost to 700, make this a floating walker basically.

Then you would have water superiority vessels priced in the 300-500 range, and ability based units for base capturing and general harrier-ing in the 150-350 range.

That's my thought I think that leads to two things: more complex naval maps for the maps which support it, and gives better range for naval artillery units to affect ground battles for maps where there is for some reason a port available but minimal water space

Thx for reading
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Apercent

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Apercent

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Change the hydronaut to 3-5? Why not 2-5?
I like the idea of extra range, but don't cha think that reducing the destroyed attack makes it the same as a leviathan?

This message was edited 1 time. Last update was at Dec 26, 2015 14:48

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Duaneski

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Duaneski

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3-5 to further accentuate its place as an artillery piece. It can still retreat and shoot during its turn... But anything with a range of 5 needs serious draw backs is what I was thinking. Especially if it can still move and shoot in the same turn.
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Apercent

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Apercent

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So, what you suggest is making the hydronaut artillery? But what will titan do against battleships? Will they need skimmers?
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Duaneski

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Duaneski

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Just reread the OP , since this creates a new unit it is probably not an option atm. But I thought it augments the swarm idea of the bugs so wanted to include it

Khra unit proposal

Necromancer
Cost 150 ?
Can capture bases.
Mobility 6
GL

No attack
0 defense
Repair 2

Special ability
Reanimate - create a skeleton warrior from the remains of the following troops: underling, cyber underling, necromancer, infector, marine, infected marine, or engineer. Range 1-4. May use after moving.


Skeleton warrior
Mobility 6
Vision 1
GL 4
GH 2
Aerial 0
Aq 1
Def 1-3 ish
Repair 1

Can not capture bases.
Does not spread plague. Not affected by UV.

This message was edited 1 time. Last update was at Jan 15, 2016 17:29

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Corrin

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Corrin

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I am a relatively new UniWar player. However, this shouldn't reduce my credibility. I've played nothing but Starcraft, Advanced Wars, and Fire Emblem since a young age. The last two games being turn based strategy games. When I started this game I noticed Titans did not have a large player base, so I decided to stick with my Protoss buddies. As a Titan player I see some concerning ideas and I don't wish them to bear fruit.

Titan VS Sapien Is an interesting match up. It usually boils down to two things. Speeder against Marauder battles. OR, A healthy mixture of all units in a offense against defense style game. The philosophy of the Sapiens seems to be "Put pressure on the Titans so they cannot get in a position to get Walkers." The mindset of the Titan in my personal perspective has been "Somehow manage to defend against the overwhelming offensive ability of Sapiens and to eventually build my win condition of Walkers."

These anti-tank infantry units would demolish this play style. Sapiens already have the Engineer advantage, so this limits our Mech play. If Sapiens get a cost efficient way to destroy every single other unit we can build (Heavy Ground), then we are completely ruined! Additionally, to put salt in the wound it would ruin the Speeder vs Marauder matches too in Sapiens favor. I CANNOT SUPPORT adding this type of unit to the Sapien arsenal.

HOWEVER...
Sapiens that fail to pressure a Titan player early on into the game should be given a fighting chance to come back. Enter the Ghost. A light infantry sniper like unit. It would be able to cloak (Underling's burrow). Move at the same rate as a marine. Fire at 2(Maybe 3) spaces away. It would deal a high grade of damage to light ground units. A high enough attack strength against heavy ground to seriously cripple a walker and to poke at enemy tanks. The air attack is debatable. As i am not well educated in Sapien Vs Kral. This can be modified however you see fit.

The idea of this unit is to give Sapiens a way to out-play and find new weaknesses in a Titans defensive barrier. Stealth allows the unit to approach ground zero of artillery fire and move in on weak positioning of a Titan player. It would be able to snipe Mechs, Assimilators, and most importantly, the Walker. By neutering the win condition of a Titan, it gives Sapiens a chance to move in for an offensive play. However, it doesn't outright kill the Walker, so the Titan can repair it if the Sapiens offensive isn't swift. (Part 1)

This message was edited 2 times. Last update was at Apr 08, 2016 10:08


どうぞよろしく。わたしはトビンです。おなまえは?
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Corrin

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Corrin

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This gives counter play to both Sapiens and Titans. Sapiens can now try to exploit weak positioning or cracks in a Titans defense and the Titan player would be able to see the Ghosts coming and try to predict what they will do.

IN ADDITION!
The ghost would help break plasma tank blockades by sniping Assimilators and poking tanks for -1.
This unit is infinity healthier than a rocket infantry and encourages BOTH players to think and evolve their strategy.
(Especially if an anti-stealth unit is given to Titans to assist against mass burrowed underling plays.)

どうぞよろしく。わたしはトビンです。おなまえは?
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Corrin

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Corrin

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A rough draft of the units statistics would be
//Ghost reporting//
8 mobility
2-3 range (maybe just 2 range. Need to beta-test)
The lack of melee range would give counter play to Mechs and Underlings. It doesn't need a melee attack to do it's job anyway.
High attack against light ground.
Maybe even enough damage in combination with unburrow's attack buff to one shot an Assimilator.
Moderate attack against heavy ground
Consider enough to do -1 against plasmas
Unstealthing's attack boost should allow unit to cripple a walker. [Attack against heavy ground = 7?]
Unknown attack against air/aquatic
Underling's Burrow ability (stealth)
Cost needs to be high enough this unit is considered a specialist and not a foot soldier. Considering all the things this unit does, I think it costing 450 would be satisfactory. We could always lower or raise the cost later.
Defense/Repair undecided.

This message was edited 2 times. Last update was at Apr 08, 2016 11:01


どうぞよろしく。わたしはトビンです。おなまえは?
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wookieontheweb

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wookieontheweb

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The limitations of the OP are unfortunate, a leviathon like boat that could occasionally spawn an underling when near the coast seemed like a nice idea but no
And no new abilities.. that's most of the fun of creating new units!

But anyway...
Submarine: I know its not a new idea and the stats others give seem good, but I like the idea that it is always submerged, except when it attacks. Then it is only on the surface for that next turn. kill it when you see it or it hides again. Can only repair by an engineer.

Mobile mines/missiles. this is a relatively low cost unit that is short lived. It's a last ditch attempt to protect a base. Once built they will go off the next turn. high move rate and detonate similar to UV but center tile does large damage surrounding tiles take 50% that. It is non discriminate it will do that damage to ALL units, yours included. Has 0 defense, if attacked it will go off on the base.

A drone - cheep, exceedingly fast unit that has high visibility, but its mobility is exponentially related to its health and its not strong (below 3 health its stationary). Very low attack vs air or light ground, zero vs heavy or aquatic. Would be nice if it can see buried units when its above or adjacent to them.

Not sure which races each of these units fit best, but Titans probably couldn't have drones otherwise they could teleport anywhere almost instantly.
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wookieontheweb

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wookieontheweb

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How about a force push unit. It pushes an enemy unit 1 hex and does it a small amount of damage. If the unit it pushes cannot move to the tile then it takes twice the damage. If the unit is blocked from moving because of another unit they both take the same small amount of damage.

Would be interesting to push units into unfavourable hexes then attack them, or push holes in tank walls to help your fast units get through to attack the artillery or weak unit behind, or push units of their base so you can get in and cap it.
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