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Unit Information: Kraken
Cost: 600
Mobility: 15
Vision: 3
Type: Aquatic
Attack:
Ground Light: 12
Ground Heavy: 9
Aerial: 7
Aquatic: 16
Attack Range: 1-2
Defense: 12
Attack After Move: Yes
Repair: +2
Action/Turn: 1
Special Ability: Move After Attack
It may have the worst range out of all aquatic units, but it certainly packs a punishing blow against other aquatic units alongside with move after attack to punish cornered ones, but it does not fare well at damaging strong aerial units
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Unit Information: Godhand
Cost: 600
Mobility: 10
Vision: 4
Type: Ground Heavy
Attack:
Ground Light: 13
Ground Heavy: 13
Aerial: 13
Aquatic: 13
Attack Range: 3-4
Defense: 5
Attack After Move: No
Repair: +2
Action/Turn: 1
An experimental Sapien artillery fell to the hands of the Overlord, it can tear many units to shreds at long range, but it can't attack and move at the same turn, but it compensates for excellent mobility for an artillery. Use this unit to ultimately destroy stubborn resistance
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Unit Information: Sparrow
Cost: 500
Mobility: 16
Vision: 5
Type: Aerial
Attack:
Ground Light: 3
Ground Heavy: 3
Aerial: 12
Aquatic: 6
Attack Range: 1
Defense: 10
Attack After Move: Yes
Repair: +1
Action/Turn: 1
Special Ability: Cloak
This rogue unit excells at hunting aerial units as a platoon with strength and speed if they surprised them with stealth, but it isn't good on attacking other units however
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Unit Information: Juggernaut
Cost: 500
Mobility: 6
Vision: 4
Type: Ground Heavy
Attack:
Ground Light: 7
Ground Heavy: 8
Aerial: 4
Aquatic: 7
Attack Range: 1
Defense: 12
Attack After Move: Yes
Repair: +1
Actions/Turn: 2
This unit is not real strong compared to other tank-like units, but it can surely leap into the fray with other allied units and destroy together. Use this unit whenever you need strong support in a front
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Unit Information: Reaper
Cost: 250
Mobility: 12
Vision: 4
Type: Ground Light
Attack:
Ground Light: 9
Ground Heavy: 3
Aerial: 3
Aquatic: 3
Submerged: 2
Amphibian: 9
Attack Range: 1
Defense: 9
Capture Base: Yes
Attack After Move: Yes
Repair: +2
Action/Turn: 1
Special Ability: Move After Attack [+7]
This unit is a bane to many defenses when they are in terrain, but does less power when fought outside terrain advantage. Use this unit to fight in terrain heavy areas and fight in a guerrilla stule warfare
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Unit Information: Overlord Drone
Cost: 200
Mobility: 8
Vision: 4
Type: Ground Light
Attack:
Ground Light: 4
Ground Heavy: 2
Aerial: 2
Aquatic: 2
Attack Range: 1-2
Defense: 0
Capture Base: Yes
Attack After Move: Yes
Repair: x2
Action/Turn: 1
A support unit that can actually attack unlike its competitors. It can support units from afar and heal damaged ones at the same time, but be careful, it's still as frail as other support units
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Unit Information: Fallen
Cost: 100
Mobility: 8
Vision: 3
Type: Ground Light
Attack:
Ground Light: 8
Ground Heavy: 4
Aerial: 2
Aquatic: 2
Attack Range: 1
Defense: 3
Capture Base: Yes
Attack After Move: Yes
Repair: +1
Actions/Turn: 1
Special Ability: Consume
This unit is very frail compairing to other ground light units, but its consume allows it regain 20% of its max health upon kill to survive longer
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I thought of a 4th one. This is entirely separate from my elemental races. This one is based on the events of Uniwar. They incorporate what the 3 races of Uniwar have left, in addition to a rogue ai leading them. They are heavy on ground light units (unlike aerial to the khraleans and ground heavy to the titans). All of their units have relatively weak defense compairing to other units, but will be as speedy as the sapiens. In addition to the Uniladies, the ai is masculine compairing to the feminine Uniladies (duh).
Unit List:
Fallen: The Remnant's basic unit. It has relatively weak defense, but has a more powerful punch in return
Overlord Drone: The Remnant's support unit. the only support unit that can actually attack
Reaper: A heavy infantry that can make use of terrain to pose heavy threat to the enemy up close, especially in a beneficial terrain
Juggernaut: A big, tanky unit able to move fast to support the army, being hard units to harass
Sparrow: Rogue aerial units that deals heavy damage against anything, but at a cost of fraility
Godhand: An experimental Sapien artillery that is able to shred anything from afar, but it cannot move and attack at the same turn
Kraken: An infected khralean aquatic unit has low attack range, but with faster speed and power
Miner: An infected khralean unit with a purpose of self destructing along side with any enemy to clings on
Pile Bunker: An experimental Sapien heavy mechanized infantry that is very effective against enemy armor
Goliath: A genetically modified amphibious Pinzer that can swim across water and supports the army by defending
Capsule: An aquatic unit that can deal damage to non-aerial units while submerged, but can't counter in return
Vicebane: A beast of a war machine, capable of decimating the enemy, but at a cost of flexibility
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StarryBlink wrote:If plasma tank has 2 repair, the overall repairability of titan will become almost the same as sapien.
And +1 repair alone is likely to be a too much buff.
Imo, +1 repair wouldn't be much of a difference bc blaster units can easily destroy it, making repair not as scary as you think.
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I could agree with gh atk buff, they can really be threatening without the need for any other buff, tho I still perfer +1 mobility for it..
I'd still like a 9 mobility tank, since saps are a mobile race to begin with, plus it'd give a more fighting chance against spams.
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I had this idea before, tho it'd not be happening much anytime soon
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It's not for the undo itself, it's for getting credits quicker and be able to pay for other contents in the store without the need for ads faster. Most of my spending are from map tokens and archived games and I rarely get to spend the rest on what I content I could buy next.
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I have an idea: how about reward system that encourages players to try to not use as much undo as possible. Here's how do I think of it as:
Undo Count:
0-1: x3 reward multiplier
2-4: x2 reward multiplier
6-8: x1.5 reward multiplier
Feel free for feedback
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As I see it, it's not an unfair rule, they finished one of their games much faster than you 2 did.
As the rules of winning requirements are in this order: Wins > rounds finished > base count > kill/death ratio
As again, since both teams are tied by win count, rounds finished applies.
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Your undead vs my undead.. hmm
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