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UPDATE - New units !
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Duaneski

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Duaneski

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  wookieontheweb wrote: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.


I felt like this would be a good ability to give to a new race
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wookieontheweb

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wookieontheweb

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Yet another new unit idea

A new 2 action unit. However on each action you can either move or attack (or repair). i.e. move+move, move+attack, attack+move or attack+attack.

Could either be a match to the marauder or a new artillery type unit.
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Edisontrent7

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Edisontrent7

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Titans need a unit that can be made on land but can move on water

Since when did we have Racecars with machine guns?
EVR1022

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EVR1022

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I've been thinking a lot about what needs should be addressed with the new units. Here's what I came up for a new 'heavy infantry' class:

Winged Underling (Khraleans)
Cost = 200 credits
Type = Ground Light

Mobility = 10
Move after attack = 6
Range = 1
Defense = 6

Ground Light = 6
Ground Heavy = 3
Aerial = 4
Aquatic = 2

Note = THIS UNIT CANNOT BURY.

Comments = This unit would help diversify Khralean vs Khralean battles and help balance Khralean vs Sapien battles.


Iron Mecha (Titans)

Cost = 250 credits
Type = Aerial

Mobility = 9
Range = 1
Defense = 6

Ground Light = 7
Ground Heavy = 5
Aerial = 0
Aquatic = 6

Note = THIS UNIT CANNOT TELEPORT, BUT IT CAN CAPTURE BASES.

Comments = This unit would provide cover for Hydronauts and enable base captures from a distance of 2 hexes regardless of terrain.


Tankbuster Marine (Sapiens)

Cost = 250 credits
Type = Ground Light

Mobility = 9
Range = 2
Defense = 6

Ground Light = 6
Ground Heavy = 8
Aerial = 0
Aquatic = 4

Comments = This unit would help in combatting an entrenched Titan, and could damage lighter ground units without taking a counterattack.


Thoughts?
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Duaneski

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Duaneski

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EVR. I love them all they seem balanced on paper, they serve a specific purpose, and they're all specialists so it doesn't seem likely they'll get massed as some OP uber unit

Are unit "upgrades" possible? Maybe it would make sense to have these units become available by "upgrading" a base unit. That would provide additional front field utility. And promoting veterans would be extra worthwhile - which makes sense!

I was thinking a underling variant that can attack and bury in the same turn (unless it just unburied) would be cool. So maybe eventually having one or two upgrade paths for GL units would be a fun thing.... OR that could be specific to one or two races.

Or you know, not at all hah
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charcas

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charcas

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What about a unit who can transport other units?

I like the pushing idea

What about a "vehicle" for the Marine? You "buy" a marine, buy "this new unit" and move the marine into this new unit. Can work sorta an exosuit or something like that.

What about evolve units? Buy a Marine and in the next turn upgrade the marine to a "Tankbuster marine"

See ya!

PD: Sorry if my english is a little rusty.
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LkASr

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LkASr

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  charcas wrote:What about a unit who can transport other units?

I like the pushing idea

What about a "vehicle" for the Marine? You "buy" a marine, buy "this new unit" and move the marine into this new unit. Can work sorta an exosuit or something like that.

What about evolve units? Buy a Marine and in the next turn upgrade the marine to a "Tankbuster marine"

See ya!

PD: Sorry if my english is a little rusty.


sorry, all of those fill on this thread's "no" list

Never surrender when you still have the chance.
"I have achieved navel superiority" -myself 2017
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LkASr

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LkASr

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I thought of ideas: Sapien Laser Cannon, Sapien Incendiary

Unit: Laser Cannon

Type: Ground Heavy
Cost: 650
Mobility: 7
Vision: 5

Defense: 4

Attack After Move: No
Repair: +1
Action/Turn: 1

Standard ground heavy terrain mod

A devastating Sapien weapon that shreds through anything within a 5 tile range, dealing 5 damage to anything to hits, but beware, it can also inflict friendly fire and must recharge for 1 turn after firing. Use this unit to create a breaking point against defense.

if that sucks, then here's an alternative:

Unit: Incendiary

Type: Ground Light
Cost: 300
Mobility: 7
Vision: 4

Attack vs:

Light Gound: 6
Ground Heavy: 7
Aerial: 4
Aquatic: 7

Attack Range: 2-3

Defense: 4

Capture Base: Yes
Attack After Move: Yes
Repair: +1
Action/Turn: 1

Standard ground light terrain mod

A mortar unit designed for anti-armor and crowd control, this unit launches modified mortar bombs to any enemy it hits and it also sets them on fire (same function as infect, but applicable to both Khrals and Titans, why Saps don't because they know how to douse it quick). use this unit to disorientate armor.

This message was edited 3 times. Last update was at May 13, 2016 06:52


Never surrender when you still have the chance.
"I have achieved navel superiority" -myself 2017
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LkASr

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LkASr

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I got more ideas: Khralean Immortal and Khralean Assassin

Unit: Immortal

Type: Aerial
Cost: 600
Mobility: 6
Vision: 5

Attack vs:

Ground Light: 11
Ground Heavy: 11
Aerial: 4
Aquatic: 11

Attack Range: 1

Defense: 12

Attack After Move: Yes
Repair: +1
Action/Turn: 1
Special Ability: Move After Attack (+3 mobility)

standard aerial terrain mod

A giant armored bettle capable of carpet bombing a lethal horde of tinier beetles it carries, it can defend itself against aerials, but not as much. Use this unit to pressure the enemy without sacrificing health.

If that sucks, here's an alternative:

Unit: Assassin

Type: Ground Light
Cost: 250
Mobility: 12
Vision: 3

Attack vs:

Ground Light: 12
Ground Heavy: 9
Aerial: 1
Aquatic: 6

Attack Range: 1

Defense: 3

Capture Base: Yes
Attack After Move: Yes
Repair: +1
Action/Turn: 1
Special Ability: Camouflage (same as bury), Plague

Standard ground light terrain mod

A praying mantis that can blend into a terrain. It can finish off ground lights with ease and potentially cripple ground heavies and inflict plague to what it attacks. Use this unit to inflict terror upon enemies.

This message was edited 3 times. Last update was at Jun 11, 2016 22:53


Never surrender when you still have the chance.
"I have achieved navel superiority" -myself 2017
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Edisontrent7

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Edisontrent7

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Radiation Shield: (Terrible Name) ground light and costs 150. It is fairly slow and has low stats compared to marine, except slightly higher defense rating. titans can not teleport within or to 2 hexes of him {SAPIENS}

Drone: aerial and costs 150, super fast, high vision, but 2-4 against all unit types and low defence rating. can see underlings {TITANS}

The krahlean unit is in the works but I havent finished it yet

Since when did we have Racecars with machine guns?
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LkASr

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LkASr

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Here's some last ones: Titan Guardian and Titan Thunderbolt

Unit: Guardian
Type: Ground Heavy
Cost: 350
Mobility: 8
Vision: 3

Attack vs:

Ground Light: 7
Ground Heavy: 7
Aerial: 3
Aquatic: 7

Attack Range: 1

Defense: 12

Attack After Move: Yes
Repair: +1
Action/Turn: 1

Standard ground heavy terrain mod

A light tank capable of holding off key areas without holding back and dying easily. Use this unit to hold off invaders.

If that sucks, here's an alternative:

Unit: Thunderbolt
Type: Ground Light
Cost: 200
Mobility: 9
Vision: 4

Attack vs:

Ground Light: 7
Ground Heavy: 5
Aerial: 0
Aquatic: 2

Attack Range: 1

Defense: 7

Capture Base: Yes
Attack After Move: Yes
Repair: +1
Action/Turn: 1
Special Ability: Paralysis (same function as EMP, but only applicable to 1 unit)


Standard ground light terrain mod

This shock unit is capable of attacking and paralyzing units in a whim, but it takes 2 turns to use paralysis again. Use this unit to defend or attack key positions.

Never surrender when you still have the chance.
"I have achieved navel superiority" -myself 2017
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Sicariphus

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Sicariphus

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A suggestion, attempting to stick to the limits of the original post:

Many of the suggestions so far seem focused on breaking stalemates by damage dealing.

I would like to offer some suggestions for ways to use new units to break stalemates by introducing more ways to create uncertainty.

So, a few suggested units:

Khraleans:

NAME: Arakhas
TYPE: heavy ground
COST: 800
VISION: 2
MOBILITY: 9
VS LIGHT GROUND: 11
VS HEAVY GROUND: 8
VS AERIAL: 0
VS AQUATIC: 0
RANGE: 1
DEFENSE: 10
REPAIR: 2
ACTIONS: 2 (does not include ability to re-burrow after emerging)
ATTACK AFTER MOVE: no
SPECIAL ABILITY: Underling burrow (still has mobility 9 while buried)
CAPTURE BASE: no

This thing is not the thing that helps take out walkers, this is the thing that the enemy wants to take out. This is the Khraleans 'drop what you were doing and try to kill it right now' unit.


2:

NAME: Bleckling
TYPE: amphibious (built at LAND bases only, however)
COST: 500
VISION: 4
MOBILITY: 9
VS LIGHT GROUND: 10
VS HEAVY GROUND: 4
VS AERIAL: 0
VS AQUATIC: 6
RANGE: 1
DEFENSE: 6
REPAIR: 1
ACTIONS: 1
ATTACK AFTER MOVE: no
SPECIAL ABILITY: Plague-like effect, BUT affects all races, INCLUDING KHRALEANS
CAPTURE BASE: yes

This guy, also, helps to break stalemates. He's an offensive weapon, and he smells offensive. Titan players who hunker down behind tanks and walkers may not have noses, but they don't need them to know that this thing is a bad thing.

Sicariphus

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Sicariphus

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TITANS:

NAME: Skyfort
TYPE: aerial
COST: 350
VISION: 6
MOBILITY: 4
VS LIGHT GROUND: 4
VS HEAVY GROUND: 8
VS AERIAL: 4
VS AQUATIC: 4
RANGE: 2
DEFENSE: 12
REPAIR: 2
ACTIONS: 1
ATTACK AFTER MOVE: no
SPECIAL ABILITY: none
CAPTURE BASE: no

Slow, but ugly.
This is the kind of aerial unit the Titans would come up with. Big, slow, armored, slow. Very slow. Not that hard a hitter, but carries almost as much armor as a plasma tank. If you're a Titan player, embrace your slowness. You can build a skyfort or two and use them to establish a defensive line for your hydronauts. Slowly. Or use them to discourage rover madness. Slowly.

NAME: Ram
TYPE: amphibious
COST: 300
VISION: 5
MOBILITY: 16
VS LIGHT GROUND: 10
VS HEAVY GROUND: 10
VS AERIAL: 0
VS AQUATIC: 8
RANGE: 1
DEFENSE: 4
REPAIR: 0
ACTIONS: 1
ATTACK AFTER MOVE: yes
SPECIAL ABILITY: none
CAPTURE BASE: yes

They're cheap, they're unpleasant, they're a blatant ripoff of the speeder, they sometimes spontaneously explode, but the operators have been programmed to love them. They function mostly by aiming themselves at something and running into it. Sometimes they accidentally hit a base and capture it.
Sicariphus

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Sicariphus

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SAPIENS!

NAME: Dart
TYPE: Aerial
COST: 300
VISION: 3
MOBILITY: 15
VS LIGHT GROUND: 11
VS HEAVY GROUND: 11
VS AERIAL: 6
VS AQUATIC: 10
RANGE: 1
DEFENSE: 0
REPAIR: 0
ACTIONS: 1
ATTACK AFTER MOVE: yes
SPECIAL ABILITY: Dies immediately upon attacking (optional)
CAPTURE BASE: no

It's basically a missile. Make a bunch, stockpile 'em, wreck someone's day.

NAME: Commando
TYPE: amphibious
COST: 700
VISION: 4
MOBILITY: 8
VS LIGHT GROUND: 11
VS HEAVY GROUND: 10
VS AERIAL: 4
VS AQUATIC: 4
RANGE: 1
DEFENSE: 6
REPAIR: 1
ACTIONS: 1
ATTACK AFTER MOVE: yes
SPECIAL ABILITY: Has buried underling ability to ignore ZOC, at all times. Can also "bury" and additionally become invisible.
CAPTURE BASE: yes

Expert assassins and saboteurs. Very bad men and women who enjoy their jobs more than is healthy.
Max339

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Max339

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I think we need to do everything in one unit cost 50-100 or 150 credits, that would diversify the game maps with an income of 200
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