Recruiting: AeroAssault
Posted: 20 Jan 2009, 03:17
Recruiting: AeroAssault
AeroAssault is an idea I have already started scripting. The basic concept is that instead of a commander you get a giant hovercraft station thing. It is loaded out with much more weapons than your BA or CA commander. Basically this building can build building suspended with large rotor turbines. While there will be ground on the maps, they act only as a platform for mexes, (which can be moved, simply hovering above mexes and when needed slowly floating away), geos and large semi-craters.
Basic Unit Tree:
---
Federation: A main faction which focuses on fully upgraded, technology which has already been discovered.
---
Mothership: [Flux Cannon (shock), Scanning Lasers (like CA commander lasers, fast attack)]
---> Solar Platform (12 energy)
---> Wind Generator (10 + wind, only placed on ground)
---> Earthbound (hover metal extractor)
---> Convect (extremely ineffeceint metal maker)
---> Espionage (radar tower, extremely small range)
---> Honeybee (short range laser tower)
---> Bluebird (short range, fast attack Gat tower)
---> Morph mothership into Skylab
[T2 - Skylab required]
---> Medic (builder and repairer, can build T1 and Battle Labs)
---> Greyhound (portable short range laser tower)
---> Eagle (barely portable medium range radar)
---> Delta Collector (like a tidal generator of the sky, 15 energy)
---> Delta Reactor (like fusion plant, 40 energy, requires land)
---> Cronus (stationary, long range flamethrower)
---> Gimmite (Tactical laser beamer, low damage massive range)
---> Morph mothership into FlyingFortress
[T2 - Battle Lab]
---> Medic (see above)
---> Emu (barely flying, ground assault/ground constructor/hyper weapon engineer)
---> Ragnarok (medium laser fighter)
---> Zexu (light stealth laser fighter)
---> Gregoth (medium torpedo fighter)
---> Stinger (weak parylize drone, 1~2 seconds)
---> Hen (mass healer drone, low heal speed but heals all units around)
[T3 - FlyingFortress required]
---> Proteous (advanced T2 aircraft constructor + can build Xenolabs, healer)
---> Magnuke (mobile anti-nuclear weapons)
---> Garpike (mobile point defenses)
---> Espion (long range radar)
---> Doomer (short range anti-torpedo, cloaker + jammer)
---> Verve (fast attack stealthy fighter, with radar jammer)
---> Nevvy (slow recharge, short ranged rocket plane, hi traj/ lo traj settings)
---> Nitrofusion plant (must be placed on ground, 150 E)
---> Advanced Nitrofusion plant (must be placed on ground, 500E, can explode for no reason)
---> Energy Storage (flying energy storage, 5000 E storage)
---> Ground Energy Storage (must be placed on ground, 20000 E)
---> Metal Storage (flying metal storage, 2500 M storage)
---> Ground Metal Storage (metal storage placed on ground, 10000 M)
[T3 - Xenoloabs]
---> Proteous (see above)
---> Medic (see above)
---> Emu (see above)
---> Breather (manamine layer, flying mines/attractive battery)
---
Republic: a main faction which focuses of super-mega-hyper experimental kinda of units. This entire faction is very unstable and energy using. If these units are not used right they should be deemed useless.
---
Mothership: [Flux Cannon (shock), Proton Beam (basically one hit kill, recharges slowly)]
---> Solar Platform (12 energy)
---> Wind Generator (10 + wind, only placed on ground)
---> Earthbound (hover metal extractor)
---> Convect (extremely ineffeceint metal maker)
---> Skybound (radar tower, extremely small range)
---> Fruitfly (short range plasma tower)
---> Galvon (short range, deltawave launcher - will explode plasma and torpedos on impact with delta wave)
---> Morph mothership into Skylab
[T2 - Skylab required]
---> Caretaker (builder and repairer, can build T1 and Battle Labs)
---> Seagull (portable plasma fighter)
---> Revnik (quite portable but low range radar plane)
---> Delta Collector (like a tidal generator of the sky, 15 energy)
---> Kroglath (much bigger than delta collector, more expensive, but can be built in the sky)
---> Greggy (point defenses/flak)
---> Meggy (twin laser tower)
---> Morph mothership into FlyingFortress
[T2 - Battle Lab]
---> Caretaker (see above)
---> Warthog (barely flying, ground assault/ground constructor/hyper weapon engineer)
---> Regeroth (fast attack plasma fighter)
---> Munlik (anti-torpedo unit)
---> Asprit (low energy using spy aeroplane)
---> Mangite (shock paralyse drone, shocks all units for 4-5 seconds but acts like a bomb. Explodes on use).
---> Nestkeeper (heals multiple units quickly however drains a very considerable amount of energy and very eneffecient)
[T3 - FlyingFortress required]
---> Nitrofusion plant (must be placed on ground, 150 E)
---> Advanced Nitrofusion plant (must be placed on ground, 500E, can explode for no reason)
---> Energy Storage (flying energy storage, 5000 E storage)
---> Ground Energy Storage (must be placed on ground, 20000 E)
---> Metal Storage (flying metal storage, 2500 M storage)
---> Ground Metal Storage (metal storage placed on ground, 10000 M)
---> Jill (advanced T2 aircraft constructor + can build Xenolabs, healer)
---> Yamato (mobile anti-nuclear weapons)
---> Robin (very slow laser spammer)
---> Toddler (long range cloaker, slow vaulnerable)
---> Rooster (long range radar)
---> Frigate (large, slow, stealthy [but barely] plane + radar)
---> Gundam (fast attack flame thrower plane, but very valnerable)
[T3 - Xenoloabs]
---> Jill (see above)
---> Caretaker (see above)
---> Warthog (see above)
---> Joker (manamine layer, flying mines/attractive battery)
NOTE: Still in progress, some T3 & T4 need to be added.
EDIT: Added more T2
EDIT2: Added T3, still to be balanced a bit.
Needed for project:
- Texture artists (1, maybe 2)
- Modeler (1, maybe 2 or 3)
Also needed:
A good experienced map maker to make some custom maps. Normal spring maps will not function properly with what this mod will demand.
Final words:
This is probably the only mod that steps right out of Springs way and ignores base mods like Balanced Annihalation and XTA. This mod is unique and is determined to be finished differently.
To sigh up post in this topic or PM me.
With greatest regards,
~RithiX~
I will try to add to the unit tree as I get more ideas for T3.
EDIT1: I added more T2 units for both sides.
AeroAssault is an idea I have already started scripting. The basic concept is that instead of a commander you get a giant hovercraft station thing. It is loaded out with much more weapons than your BA or CA commander. Basically this building can build building suspended with large rotor turbines. While there will be ground on the maps, they act only as a platform for mexes, (which can be moved, simply hovering above mexes and when needed slowly floating away), geos and large semi-craters.
Basic Unit Tree:
---
Federation: A main faction which focuses on fully upgraded, technology which has already been discovered.
---
Mothership: [Flux Cannon (shock), Scanning Lasers (like CA commander lasers, fast attack)]
---> Solar Platform (12 energy)
---> Wind Generator (10 + wind, only placed on ground)
---> Earthbound (hover metal extractor)
---> Convect (extremely ineffeceint metal maker)
---> Espionage (radar tower, extremely small range)
---> Honeybee (short range laser tower)
---> Bluebird (short range, fast attack Gat tower)
---> Morph mothership into Skylab
[T2 - Skylab required]
---> Medic (builder and repairer, can build T1 and Battle Labs)
---> Greyhound (portable short range laser tower)
---> Eagle (barely portable medium range radar)
---> Delta Collector (like a tidal generator of the sky, 15 energy)
---> Delta Reactor (like fusion plant, 40 energy, requires land)
---> Cronus (stationary, long range flamethrower)
---> Gimmite (Tactical laser beamer, low damage massive range)
---> Morph mothership into FlyingFortress
[T2 - Battle Lab]
---> Medic (see above)
---> Emu (barely flying, ground assault/ground constructor/hyper weapon engineer)
---> Ragnarok (medium laser fighter)
---> Zexu (light stealth laser fighter)
---> Gregoth (medium torpedo fighter)
---> Stinger (weak parylize drone, 1~2 seconds)
---> Hen (mass healer drone, low heal speed but heals all units around)
[T3 - FlyingFortress required]
---> Proteous (advanced T2 aircraft constructor + can build Xenolabs, healer)
---> Magnuke (mobile anti-nuclear weapons)
---> Garpike (mobile point defenses)
---> Espion (long range radar)
---> Doomer (short range anti-torpedo, cloaker + jammer)
---> Verve (fast attack stealthy fighter, with radar jammer)
---> Nevvy (slow recharge, short ranged rocket plane, hi traj/ lo traj settings)
---> Nitrofusion plant (must be placed on ground, 150 E)
---> Advanced Nitrofusion plant (must be placed on ground, 500E, can explode for no reason)
---> Energy Storage (flying energy storage, 5000 E storage)
---> Ground Energy Storage (must be placed on ground, 20000 E)
---> Metal Storage (flying metal storage, 2500 M storage)
---> Ground Metal Storage (metal storage placed on ground, 10000 M)
[T3 - Xenoloabs]
---> Proteous (see above)
---> Medic (see above)
---> Emu (see above)
---> Breather (manamine layer, flying mines/attractive battery)
---
Republic: a main faction which focuses of super-mega-hyper experimental kinda of units. This entire faction is very unstable and energy using. If these units are not used right they should be deemed useless.
---
Mothership: [Flux Cannon (shock), Proton Beam (basically one hit kill, recharges slowly)]
---> Solar Platform (12 energy)
---> Wind Generator (10 + wind, only placed on ground)
---> Earthbound (hover metal extractor)
---> Convect (extremely ineffeceint metal maker)
---> Skybound (radar tower, extremely small range)
---> Fruitfly (short range plasma tower)
---> Galvon (short range, deltawave launcher - will explode plasma and torpedos on impact with delta wave)
---> Morph mothership into Skylab
[T2 - Skylab required]
---> Caretaker (builder and repairer, can build T1 and Battle Labs)
---> Seagull (portable plasma fighter)
---> Revnik (quite portable but low range radar plane)
---> Delta Collector (like a tidal generator of the sky, 15 energy)
---> Kroglath (much bigger than delta collector, more expensive, but can be built in the sky)
---> Greggy (point defenses/flak)
---> Meggy (twin laser tower)
---> Morph mothership into FlyingFortress
[T2 - Battle Lab]
---> Caretaker (see above)
---> Warthog (barely flying, ground assault/ground constructor/hyper weapon engineer)
---> Regeroth (fast attack plasma fighter)
---> Munlik (anti-torpedo unit)
---> Asprit (low energy using spy aeroplane)
---> Mangite (shock paralyse drone, shocks all units for 4-5 seconds but acts like a bomb. Explodes on use).
---> Nestkeeper (heals multiple units quickly however drains a very considerable amount of energy and very eneffecient)
[T3 - FlyingFortress required]
---> Nitrofusion plant (must be placed on ground, 150 E)
---> Advanced Nitrofusion plant (must be placed on ground, 500E, can explode for no reason)
---> Energy Storage (flying energy storage, 5000 E storage)
---> Ground Energy Storage (must be placed on ground, 20000 E)
---> Metal Storage (flying metal storage, 2500 M storage)
---> Ground Metal Storage (metal storage placed on ground, 10000 M)
---> Jill (advanced T2 aircraft constructor + can build Xenolabs, healer)
---> Yamato (mobile anti-nuclear weapons)
---> Robin (very slow laser spammer)
---> Toddler (long range cloaker, slow vaulnerable)
---> Rooster (long range radar)
---> Frigate (large, slow, stealthy [but barely] plane + radar)
---> Gundam (fast attack flame thrower plane, but very valnerable)
[T3 - Xenoloabs]
---> Jill (see above)
---> Caretaker (see above)
---> Warthog (see above)
---> Joker (manamine layer, flying mines/attractive battery)
NOTE: Still in progress, some T3 & T4 need to be added.
EDIT: Added more T2
EDIT2: Added T3, still to be balanced a bit.
Needed for project:
- Texture artists (1, maybe 2)
- Modeler (1, maybe 2 or 3)
Also needed:
A good experienced map maker to make some custom maps. Normal spring maps will not function properly with what this mod will demand.
Final words:
This is probably the only mod that steps right out of Springs way and ignores base mods like Balanced Annihalation and XTA. This mod is unique and is determined to be finished differently.
To sigh up post in this topic or PM me.
With greatest regards,
~RithiX~
I will try to add to the unit tree as I get more ideas for T3.
EDIT1: I added more T2 units for both sides.