[Search] Search   [Recent Topics] Recent   [Hottest Topics] Hottest   [Login] Login
Messages posted by: ttmac
Forum Index Profile for ttmac »» Messages posted by ttmac
New Feature Request » UPDATE - New units ! » Go to message
I am not thinking of the aquatic on my ideas, my ideas are to take the weakest part of each side and offer a unit on that basis.

Sapiens
Weakest point - long range.

Mortor

This unit is designed to hit from afar, and sacrifices armor for this cause. If protected this unit is unstoppable.

Type of unit - 2 x marines with mortar gun. Moves as expected in real life.

Example


Cost = 600 credits
Mobility = 6 (has to "dig in" each turn so loses mobility of a standard marine)
Range = 4-5 (has to arch when shot so cannot fire close)
Ground Light = 9
Ground Heavy = 9
Air = 0 (cannot hit air units)
Aquatic = 9
Defense = 3
Vision = 2 (relies on vision of other units)
Repair = 1
Special ability - none.



Titans
Weakest point - no air unit

Hunter

Used to give Titans some aerial threat, this unit is quick by their standards. Useful for and anti-air mainly.

Type of unit - Arial unit that fires air-to-air. Can also hit the ground although not designed to so only useful for light units.

Example


Cost = 650 credits
Mobility = 12
Range = 1
Ground Light = 8
Ground Heavy = 2
Air = 12
Aquatic = 2
Defense = 8
Vision = 74
Repair = 1
Special ability - move after attack.



Khraleans
Weakest point - weak units

Centurion

A unit designed to take hits, sacrficing itself for the team.

Type of unit - very slow moving and very tough, attack is poor to compensate.

Example


Cost = 400 credits
Mobility = 6
Range = 1
Ground Light = 6
Ground Heavy = 6
Air = 6
Aquatic = 6
Defense = 14
Vision = 4
Repair = 2
Special ability - with that defence, none!
Sapiens » What do you think of this unit idea? » Go to message
Saps simply need their battery to be able to fire 3-5 spaces
New Feature Request » With the latest version, Bases need more vision. » Go to message
Totally disagree it adds another tactical decision because you have to decide if purchasing a.unit for guarding is required or not
General Discussion » what are the chances off adding a special captains » Go to message
Just a thought but if you could have a special unit, a captian for each side this would open up a lot more strategies. He would be a one-off one purchase per game and would cost 1000c or more. You should be able to pick between 3 types per race. Stats would benas a standard infantry version but +1 on every stat. Captian also immune to being assimilated, EMP'D or poisoned.

Examples to could pick between one of either
TITANS
(1) HUNTER captain can teleport and then still move or attack.
(2) SCOUT captain has hoverboots to make him quicker and can move over water. Only one water tile per turn though.
(3) TURRET can attack twice if he doesn't move on his turn. Second attack doesn't have any counter damage.

Sapiens
(1) LEADER everyone within 2 spaces of his gains defence bonus whilst near him
(2) FRONTLINE digs in and can fire mortar shots 1-2 spaces away. When dug in cannot be attacked by air units and ants cannot bury under him.
(3) AIR SUPPORT can fire rocket launcher 2-3 spaces away against air units

KHRLEANS
(1) BITE causes +1 damage per turn to attacked unit. For the entire game.
(2) TRAP can lay a trap whilst buried. Can be seen by units nearby but not if the unit travels from afar.
(3) SELF HEAL can self heal to maximum if doesn't move or attack that turn
Forum Index Profile for ttmac »» Messages posted by ttmac
Powered by JForum 2.1.9 © - 2020-04-14 v124 - UniWar website