New Unit Ideas? - Page 2

New Unit Ideas?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Falcrum
Posts: 149
Joined: 14 Nov 2007, 01:03

Re: New Unit Ideas?

Post by Falcrum »

Seismic weapons...
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: New Unit Ideas?

Post by REVENGE »

If only the Commando had either more armor or more speed, or a widget that combined auto paralyze with capture into one.

EDIT: Or just turn it back into the BA 6? version, where it was full stealth, full cloak, did not decloack during capture, etc. Make it really expensive, fragile, and let it be built by the gantry instead.
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Muzic
Posts: 950
Joined: 09 Aug 2006, 07:08

Re: New Unit Ideas?

Post by Muzic »

Tree BOT - ARM

A bot that can disguise itself as a tree and has several functions from there. Recon. Sends an EMP blast within a semi-large radius. Or if it is 'reclaimed' by an enemy builder bot, the bot is then infected with the tree computer virus. This allows the player who owned the treebot to see through the eyes of the egineerbot and have a choice of either employing an EMP detonination also disabling the egineerbot or triggering an explosion. explosion gets larger with the tier of the egineer. While under your control, the 'zombie' bot costs energy. You can also use it to infect other egineer bots two ways. If another enemy egineer bot attempts to or totally reclaims your bot or at the cost of more E, use the zombie bot to infect another egineerbot. This ofcourse may give away your 'zombie' if not done correctly. Infecting, exploding are the only ways you can control the 'zombie'. If several bots attempt to reclaim the tree/zombie, those bots become 'zombies'

G.I.V.R - CORE

General Infective Viral Robot. A t2 bot that has very low health and requires little metal but alot of energy to make. Requires energy to maintain. Small attack radius. Good in swarms or in low numbers mixed in with a main attack force. Its purpose is to break down other robots into more GIVR's. The rate at which the structure/unit breaks down into GIVR(s) is directly proportional to how much metal is in the structure/unit and how many GIVR(s) are attacking and for how long.
If you dont have enough energy to maintain GIVR(s), if they shut down for more than 5 seconds, they will self destruct causing no damage around them. The GIVR virus can be cured to any unit/structure if they are repaired or..destroyed.

Jackhammer Fire Squad - ARM

Kbot team that are maid in pairs. Slow movers and carry a large balistic supression machine gun. The only way they can fire is if they set up their guns. This costs enegry. As they fire, it costs energy and metal. These are T1 units and if used correctly are great at supression and early on attack movements. Their attack radius is slightly larger than an LLT. The JFS has a low ammount of health and should be kept safe and is not for a frontline defence. The JFS should only be used to supress fire against t1 units. definatly not a good idea to have a bunch of these. Though, a few, placed properly would fend off alot of flashes.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: New Unit Ideas?

Post by Hoi »

Muzic wrote:Tree BOT - ARM

A bot that can disguise itself as a tree
lol ill make that, it will be a peewee that can change into a tree hehe
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: New Unit Ideas?

Post by Hoi »

ooh some cool art coming up btw, its fun just prepare yourself
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Muzic
Posts: 950
Joined: 09 Aug 2006, 07:08

Re: New Unit Ideas?

Post by Muzic »

Hoi wrote:
Muzic wrote:Tree BOT - ARM

A bot that can disguise itself as a tree
lol ill make that, it will be a peewee that can change into a tree hehe
Yeah but my bot is potentially one of the most dangerous things ever.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: New Unit Ideas?

Post by Hoi »

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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: New Unit Ideas?

Post by bobthedinosaur »

-1 for self promoting
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: New Unit Ideas?

Post by Hoi »

bobthedinosaur wrote:-1 for self promoting
1-1 =0 ooh im back to where i started again :P
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: New Unit Ideas?

Post by REVENGE »

Maek Treewee nao plz.
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Muzic
Posts: 950
Joined: 09 Aug 2006, 07:08

Re: New Unit Ideas?

Post by Muzic »

REVENGE wrote:Maek Treewee nao plz.
I kent chode D:
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: New Unit Ideas?

Post by CarRepairer »

Crayfish wrote:CA's flea / hermit unit (buildable by concept factory) fits the mole specification. I like the trojan horse idea. I can imagine some sort of metal pod that loads units then gets flung by a catapult in the direction of the enemies base with horrific inaccuracy, rolls to a stop and the dazed units inside clamber out...
Correction: Hermit was scrapped. Try playing as the chicken faction instead. There are two burrowing units.
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Elkvis
Posts: 222
Joined: 03 Nov 2006, 05:18

Re: New Unit Ideas?

Post by Elkvis »

and they are under the influence of a widget that makes them drunk-drive for 10 seconds.
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