Unit Ideas!
Moderator: Moderators
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- Posts: 264
- Joined: 03 Sep 2005, 04:28
if u had such units of mega death u would need a counter of some description .. i mean such units of death leave no strategic option.. if you have one comming at you your only option is to build its opposing unit.. this no brain stratergy defeats the entire point of the words "real time STRATERGY" sorry, but it does... with the krog at least you have the option to build anni's to defend...and for that personally i think the krogs missile range needs to be shrunk.. because 2-3 krogs are unstoppable by any amount of anni's because you cant fit them all in.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
IF there would be super units like that (I personally don't like SUPER units like that), then they should be VERY VERY slow, about as slow as a sumo, so the player would have a chance to set up boobytraps for it like mines and such.
I personally like highly specialized units, units that can operate in small squads rather than in huge swarms or just one BIG HUGE unit.
I personally like highly specialized units, units that can operate in small squads rather than in huge swarms or just one BIG HUGE unit.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
CZTA has something(s) similar. Take, if you will, the example of the GHE titan tank:
Weapons:
5 or so mgs (AP)
10 Light Cannons (AT/AP)
4 Medium Cannons (AT)
1 Heavy AT Laser (AT)
Weight:
Immense. Cannot be transported. (this is quite important - CZTA's scale will, hopefully be twice as small as minispring. Transports play an important role in getting units to the front in time to do stuff)
Max Speed:
Slow
Size:
V. Large
Energy Use:
500 e/s to move
Total 170 firing all guns
V. Large Energy requirement for construction
Metal Use:
Total 50 firing all guns (doesn't sound like much, but CZTA uses a different resource system to TA - metal is mined, and then converted to energy by powerplants. You can use solar panels to gather free energy, but they provide very small amounts and are very fragile)
Total 850 m/s generating required power to fire
Total 2500 m/s generating power required for movement
Other Characteristics:
Generally used to deliver the killing blow to an enemy, and for defensive purposes as its resource requirements are greatly reduced by making it stand still...
Vulnerable to Artillery (slow speed, big target), aircraft (No AA, big target and slow speed) and mines. Will take some time to reach the front lines. Also built at the same factory as the normal tanks, meaning that while you spend ages building this thing you could have constructed an armoured division.
Can run over fixed obstacles like tank traps and sandbags with ease.
If Spring ever gets around to supporting this kind of thing:
Weak at the rear and underside.
Can run over infantry and small tanks/vehicles.
Will run out of ammo for the mgs and light/med cannons pretty quick.
So heavy it leaves physical marks on the contry side (ie terrain is actually deformed by its tracks)
Weapons:
5 or so mgs (AP)
10 Light Cannons (AT/AP)
4 Medium Cannons (AT)
1 Heavy AT Laser (AT)
Weight:
Immense. Cannot be transported. (this is quite important - CZTA's scale will, hopefully be twice as small as minispring. Transports play an important role in getting units to the front in time to do stuff)
Max Speed:
Slow
Size:
V. Large
Energy Use:
500 e/s to move
Total 170 firing all guns
V. Large Energy requirement for construction
Metal Use:
Total 50 firing all guns (doesn't sound like much, but CZTA uses a different resource system to TA - metal is mined, and then converted to energy by powerplants. You can use solar panels to gather free energy, but they provide very small amounts and are very fragile)
Total 850 m/s generating required power to fire
Total 2500 m/s generating power required for movement
Other Characteristics:
Generally used to deliver the killing blow to an enemy, and for defensive purposes as its resource requirements are greatly reduced by making it stand still...
Vulnerable to Artillery (slow speed, big target), aircraft (No AA, big target and slow speed) and mines. Will take some time to reach the front lines. Also built at the same factory as the normal tanks, meaning that while you spend ages building this thing you could have constructed an armoured division.
Can run over fixed obstacles like tank traps and sandbags with ease.
If Spring ever gets around to supporting this kind of thing:
Weak at the rear and underside.
Can run over infantry and small tanks/vehicles.
Will run out of ammo for the mgs and light/med cannons pretty quick.
So heavy it leaves physical marks on the contry side (ie terrain is actually deformed by its tracks)
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
If you want to build your uberunits go port the Beelzebub, build by the Hades Denn.
It's like a 6-legged Uberkrog, with some sort of insane flamy proximity anti swarm defense (insta-kill), shooting D-Gun blasts 3 times wider and further than the com does. You can get just close enough to it to see it fire and lose your units.
GG.
It's like a 6-legged Uberkrog, with some sort of insane flamy proximity anti swarm defense (insta-kill), shooting D-Gun blasts 3 times wider and further than the com does. You can get just close enough to it to see it fire and lose your units.
GG.
The Beezlbub was a Core mega xub0r unit created by Genghis Khan X, and it was built in the Hades Forge. It had two arms, and four legs. I guess that it is supposed to be a marvel of scripting or something, I used to hear that a lot about it.
The Beezlbub was armed with three weapons:
-A super-photon cannon that had range of approximately an MRPC, did not explode upon impact, and did nasty damage, on one arm
-A Rapid Fire MRPC (RFMRPC), basically a guardian with the refire rate of a vulcan I guess.
-A close-in weapon that burnt up swarming units. The Beezlbub had a horrid torso-twist speed, so this was its defense against masses of fast(er) units. It was actually called Will-o-Wisp or something like that.
The Beezlbub was armed with three weapons:
-A super-photon cannon that had range of approximately an MRPC, did not explode upon impact, and did nasty damage, on one arm
-A Rapid Fire MRPC (RFMRPC), basically a guardian with the refire rate of a vulcan I guess.
-A close-in weapon that burnt up swarming units. The Beezlbub had a horrid torso-twist speed, so this was its defense against masses of fast(er) units. It was actually called Will-o-Wisp or something like that.
The unit had mad scripting problems tho. Sometimes the ring of fire didnt work, sometimes he would move w/o moving his legs. He often gets caught and stuck on structures and wrek.
Only cool think I liked about it was that it was able to cross its arms while shooting. Kinda like Ahnuld, in T3h Governator.
Only cool think I liked about it was that it was able to cross its arms while shooting. Kinda like Ahnuld, in T3h Governator.
The real über-unit would be an actually useful nuke.
The way it is now, anti-nuke is way too effective, give it a fail-rate or make it more costly than the nukes.
And if the nukes actually hits, its often enough not strong enough to take out a decent portion of the enemy base, let alone win the game for you.
The way it is now, anti-nuke is way too effective, give it a fail-rate or make it more costly than the nukes.
And if the nukes actually hits, its often enough not strong enough to take out a decent portion of the enemy base, let alone win the game for you.
Hmmmm.... I just finished sketching out that experimental core spider mech and it looks a little overpowered. But of coarse the King Krogoths Tactical Nuke could even it out. I wish I had a digital camera to show you my drawings because they look pretty cool. But yea, evening the units out isnt going to be hard, but putting them into the game is going to be a different story. You know how TA Spring used to only be able to suppport 3 weapons like on TA? Well, changing it to a max of 16 weapons was an engine change. Now if the makers of TA Spring could some how change up the game engine to allow very big units, then you could use my ideas. Or maybe the problem is in the unit making tools. Anyway, I would like to know WHY you cant put a unit in that is bigger than AAs Krogoth.
Oh, and I do realize that people, even after these units are made, will want to try and make an even BIGGER unit. But what I say is that this is going to be as big as it's going to get. No questions asked. I'm saying that the units could be so big and annoying that nobody would even bother making a unit better than that, except the idiots who want to make a super cheap unit to kill the enemy no matter what.
Oh, and I do realize that people, even after these units are made, will want to try and make an even BIGGER unit. But what I say is that this is going to be as big as it's going to get. No questions asked. I'm saying that the units could be so big and annoying that nobody would even bother making a unit better than that, except the idiots who want to make a super cheap unit to kill the enemy no matter what.
Why no bigger units?
It's an engine limitation. Pathfinding gets wierd for huge units.