I have an idea for a new mod. The idea is to have two side that play completely differently and to change the resource system a bit differently.
Resources:
Only metal is used to build units and structures (might use Geos a metal hotpots too to give them purpose/value)
Energy is used to 'power' each races special ability.
Only energy structures (and the com) will produce energy.
Energy structures will be expensive. this will limit the number of units you can use as without their special abilities they'll be much less effective.
Two sides:
the hidden & the clout (for wont of better names at the moment)
The Hidden:
all (?) units cloak at no cost when stationary, including structures. when moving & firing weapons it'll cost them more than the units create so units shouldn't have perma invisibility.
I'm thinking about stealthing too, but something tells me that each unit will have different requirements (probablly only a few stealthed ones)
units in general are weak and quite fast, i'm invisaging hovercrafty types for these.
I imagine the range of a zeus as the typical range of a Hidden attack units - ie mostly short range.
decloak radii are genrally about 1/2 weapons range for most offensive units - much larger than we see in something like AA, though this is decided on a unit by unit basis
specific unit ideas:
Ground stuff (all terrain hovers)
TECH 1
L1 scout - small decloak radius, small explosion/bomb on death, not enough to do any serious damage.
L1 assault - lightning weapon, shorter than zeus range
L1 lobber - ballistic plasma, able to reach over small barriers such as wrecks. short range like the L1 assault, and not super high traj either!
L1 Anti-air
TECH 2
L2 assault - more powerful lightning - longer range but only slightly
L2 artillery - generic artillery - still not very long range & low hp
L2 EMP tank - gauss traj with small AOE emp damage - hp like an assault unit.
L2 AA- better AA
L2 Thief/Robber - using AF's new turn off the nano spray thingy i envisage a unit that is invisible, runs into the enemies base and starts reclaiming their structures. and stays invisible while it's doing it. and has no nano spray. I have a feeling that this feature doesn't exist at the moment...
Air Stuff
TECH 1
Lightning drone - light combat gunship - probably not good idea to be stealthed - low hp
AA fighter
TECH 2
Lightning gunship - powerful lightning (the damage dealer)
EMP gunship - another EMP weapon (without splash damage?) + multipurpose missle (think slasher but not as WTFPWN against planes)
TECH 3
Marauder Weapons Platform - slow moving platform with repair facility, lighting guns (same as gunship) and missles (miniature krog missles)
The Clout::
all (most) units have shields. units generate some portion of the energy needed to recharge the shields, but they'll recharge faster with additional energy.
Shields will add a substantial amount of hp to units (an extra 100-200% of base hp) with the base hp being aproximately the same as the weaker Hidden units.
Shields mustn't recharge too quickly for obvious reasons but hat balance can be decided later.
Shields will be a smidgen larger than the units themselves. larger units will have big enough shields to protect those immediatly around them.
Units are genrally tougher (taking shields inot consideration) and weapons have a longer range than Hidden.
Specific units:
Ground stuff (all terrain bots)
TECH 1
Armed scout - almost no hp but a shield and a gun
Laser assault drone - lightly armoured with a single laser. small shield
SABOT missile bot - carries a single sabot missle launcher. has a medium impluse factor & wioll chuck about the lightest units
AA missle bot - light AA - maybe no shield for this one
TECH 2
Heavy laser bot - dual lasers - the damage dealer. the bot is quite tall to aid shooting over wreckage - similar to a sumo in shape. can stomp wreckages.
Heavy missle bot - fires a few low arced missles with small AOE. AOE forces Hidden in the blast radiius to decloak, as well as having a high impulsefactor
Portable Shield - just what it says on the tin (quite weak but is a boon to the force around it)
Revealer - big gun firing a very large AOE very low damage weapon. The AOE damage won't kill anything, even the weakest units, but will decloak any Hidden in the 'blast'. V. slow reload
TECH 3
Titan - big weapons platform, large shield. 2 big laser turrets and a krog style missle launcher.
Air Stuff
TECH 1
Scout plane - unarmed scout plane
Fighter - AA
Sabot missle bomber - similar to an AA Liche in attacking style - big missle each flyover
TECH 2
Laser gunship - mini crow
These are ideas...the list will get longer. if anyone's got anything to add then do. WTFUCANTHAVEACLOAKINGRACE comments aren't needed
