Posted: 14 Aug 2006, 22:12
Hm, from the initial description I was thinking:
Humans:
Townhall (commander equivalent) builds:
- militia (human with handgun or hunting rifle, random graphic selected, effect identical), standard human combat unit, weakest and cheapest of the bunch. (he listed gunmen separately but I didn't know what a militia would do then)
- volunteer (builder, maybe wields a small sidearm)
[some I'd add]
- brawler (human with a shotgun, small chance for getting one with a flamethrower instead that shoots much faster and as such can hit more zombies quickly), "melee" unit
- commando (can cloak, carries an assault rifle that kills a zombie in one burst but has relatively slow reload and grenades to demolish buildings), meant for slipping through enemy lines and demolishing key structures, can deal with one or two defenders but not open combat.
- Nuke, Rapture, Vaccine, whatever you want to turn it into: The big anti-zombie weapon.
[probably some more units]
Volunteer builds:
Farm, the mex.
Trading Post, converts metal into energy. (I don't think this'll really be necessary, just make all units cost 0 energy, have the townhall produce a nominal amount of energy and maybe let the commando's stealth and other special stuff drain this)
Barricade, a pile of rubble that blocks enemy movement.
Watch Tower, a weakly-armored defensive structure that can shoot at long range.
Zombies:
Cemetary (commander equivalent) builds:
Zombie (well, a zombie), basic combat, reclaimer and capture unit.
[what I'd add]
Ghoul (stronger Zombie with regeneration, costs food to produce), your reward for reclaiming humans.
Plague Rat (cloakable, crawling bomb, small area damage, doesn't kill a human in one blast but does good damage against structures, moderate amount of food), for slipping through defenses and blasting key structures or teaching the enemy that relying only on watch towers is a bad idea.
[and whatever else you can think of]
Spoiled Farm builds:
Zombie
Cow (huge explosive on legs, slow, decent armor, costs large amounts of food)
Wolf (cloakable, can kill a human before he can fire back, very little HP, expensive, no good for destroying buildings), the commando-equivalent. Well, actually I'm thinking Predator more than commando but the gist is that the enemy can get a hidden killer into your base that could be anywhere. Of course this needs big microing to work well.
In this setup you'd have only one factory per player (excep for captured farms), maybe there would be a need for more than that to scale for bigger maps but if ressource usage for unit production is high enough you wouldn't hit the maximum output (the speed at which the construction platform is cleared) of a factory too easily.
Humans:
Townhall (commander equivalent) builds:
- militia (human with handgun or hunting rifle, random graphic selected, effect identical), standard human combat unit, weakest and cheapest of the bunch. (he listed gunmen separately but I didn't know what a militia would do then)
- volunteer (builder, maybe wields a small sidearm)
[some I'd add]
- brawler (human with a shotgun, small chance for getting one with a flamethrower instead that shoots much faster and as such can hit more zombies quickly), "melee" unit
- commando (can cloak, carries an assault rifle that kills a zombie in one burst but has relatively slow reload and grenades to demolish buildings), meant for slipping through enemy lines and demolishing key structures, can deal with one or two defenders but not open combat.
- Nuke, Rapture, Vaccine, whatever you want to turn it into: The big anti-zombie weapon.
[probably some more units]
Volunteer builds:
Farm, the mex.
Trading Post, converts metal into energy. (I don't think this'll really be necessary, just make all units cost 0 energy, have the townhall produce a nominal amount of energy and maybe let the commando's stealth and other special stuff drain this)
Barricade, a pile of rubble that blocks enemy movement.
Watch Tower, a weakly-armored defensive structure that can shoot at long range.
Zombies:
Cemetary (commander equivalent) builds:
Zombie (well, a zombie), basic combat, reclaimer and capture unit.
[what I'd add]
Ghoul (stronger Zombie with regeneration, costs food to produce), your reward for reclaiming humans.
Plague Rat (cloakable, crawling bomb, small area damage, doesn't kill a human in one blast but does good damage against structures, moderate amount of food), for slipping through defenses and blasting key structures or teaching the enemy that relying only on watch towers is a bad idea.
[and whatever else you can think of]
Spoiled Farm builds:
Zombie
Cow (huge explosive on legs, slow, decent armor, costs large amounts of food)
Wolf (cloakable, can kill a human before he can fire back, very little HP, expensive, no good for destroying buildings), the commando-equivalent. Well, actually I'm thinking Predator more than commando but the gist is that the enemy can get a hidden killer into your base that could be anywhere. Of course this needs big microing to work well.
In this setup you'd have only one factory per player (excep for captured farms), maybe there would be a need for more than that to scale for bigger maps but if ressource usage for unit production is high enough you wouldn't hit the maximum output (the speed at which the construction platform is cleared) of a factory too easily.