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Thread: Post your unit ideas here let your voice be heard

  1. #21
    Private Gubby's Avatar
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    Default Unit idea: Hammerheads

    Forces.....Liberation Front
    Class.......Spartan
    Type........Infantry / Heavy
    Name.......Hammerheads

    Description:
    This Infantry unit has reinforced plating to protect the passenger. It is mounted with a huge shield for an arm (think riot shields) and a Tesla Shotgun as the opposing hand.

    Versus:
    Best........Infantry
    Normal....Heavy
    Worse.....Light
    Worst......Air (cannot attack)

    Stats:
    Attack.....Medium
    Health.....High
    Speed.....High (Solid Cover - off), Low (Solid Cover - on)
    Range.....Low (Due to the nature of the shotgun)

    Abilities:
    + bonuses
    - for balance
    = normalized
    1. Slam n' Zap
      - Toggles Shield Cover off when used
      - One second charge time to power up shotgun to max capacity
      - Cannot attack for 2 seconds to allow shotgun to recharge (includes the 1 second charge mentioned above)
      + If Shield Cover was on, no attack cooldowns and you cannot use shield cover for 3 seconds.
      = The unit leaps towards an enemy unit, slamming its Massive shield into them and blasts it with the shotgun.
      + disables stealth on the enemy unit for 3 seconds.
      + If the unit was Infantry - Stunned (1 second) and Heavy Damage
      + If the unit was Light - Moderate Damage, slows movement speed by 15%
      + If the unit was Heavy - Stunned (3 seconds)
      - Cannot hit Air
      - Movement speed is reduced to 35% for 3 seconds (pressure on hydraulic systems to leap - needs time to recover movement)
      - Cooldown 14.5 seconds

    2. Solid Cover (toggle ability)
      = Extends shield to maximum coverage to increase defenses
      = Type changes from Infantry to Heavy
      - Movement speed reduced to 25%
      + Able to detect Stealth units (medium range) while in Solid Cover
      + Damage from "Light" weapons reduced by 26%
      + Damage from "Heavy" weapons reduced by 13%
      + Damage from "Air" reduced by 70%
      - Attack speed is lowered to 60% (focusing on holding shield)
      + Attack damage is raised by 15% (longer time between firing = more damage dealt per shot)
      = Cooldown is 1 second to toggle

    The idea:
    To create a melee/short-range Infantry unit that was defensive in nature, but had some utility. The name and stealth detection for the unit came from the Hammerhead shark's great electrical sensitivity (detecting signals).

  2. #22
    Private Gubby's Avatar
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    Default Unit idea: Locker

    Forces.....Shadow Revolution
    Class.......Phantom
    Type........Light
    Name.......Locker

    Description:
    This Vehicle is mounted with a stasis field generator on top and 4 grenade launchers on the sides.

    Versus:
    Best........Heavy
    Normal....Light
    Worse.....Infantry
    Worst......Air (cannot attack)

    Stats:
    Attack.....Medium
    Health.....Medium
    Speed.....Medium
    Range.....Low

    Abilities:
    + bonuses
    - for balance
    = normalized
    1. Stasis \ Stabilize
      = Places a Hero or Heavy target inside a stasis field
      - Does not work on EoN bosses.
      - Does not work on Infantry, Light, or Air units.
      + The enemy unit and your unit cannot attack for 5 seconds.
      - The enemy unit cannot be damaged.
      - You are able to be damaged.
      - The enemy can move at 25% speed. (possible to move out of range in under the 5 seconds to break stasis early)
      - You cannot move.
      + During the 5 seconds, all 4 grenade launchers are loaded for an immediate strike when the stasis drops.
      + Deals four times damage (of normal attack) to Hero and Heavy targets.
      + Deals normal attack damage if Stasis breaks early.
      - Low Range
      - You cannot attack for 1 attack round after Stasis drops.
      - An enemy unit cannot be held in Stasis for 10 seconds afterwards.
      = Cooldown 30 seconds

      + If you target an ally Artillery unit, instead of an enemy, you can stabilize the unit.
      - Ally units that are moving cannot be stabilized.
      + The unit will re-Stabilize an Ally unit once it has stopped moving.
      + Stabilized Artillery allies have a 15% increased attack speed and 10% increased Attack. (due to not having recoil on weapons)
      - While Stabilizing an ally, you cannot move.
      - While Stabilizing an ally, your attack speed is reduced by 25%
      + Cooldown timer ticks down while Ally is being stabilized, allowing immediate use of Stasis if Stabilizing longer than 30 seconds.

    The idea:
    I made units (and posted them) for all the other classes, so I wanted to make one specifically for this one. I wanted to create a unit with support, utility and high damage capabilities. Since Phantom's are heavy-hitting and employ EoN technology, the grenade launchers and stasis field seemed to work well. Couldn't think of a good name so I went with the theme of the unit names on the website (Stalker stalks, Shredder shreds buildings, Ravager ravages ...Locker locks down heavy units).

  3. #23
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    Default

    Hey Gubby you have some great detailed unit ideas. Well done.
    Checking forums everyday. As a zombie.

  4. #24
    Private Gubby's Avatar
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    Default Unit Idea: Harpoon

    Thanks Rebel Comrade. Since I focused on Defensive/Support on the first round, I am going to try to create an Offensive unit this time.

    Forces.....Liberation Front
    Class.......Spartan
    Type........Heavy (Hero Unit)
    Name.......Harpoon

    Description:
    A heavy tank with four armor-piercing Harpoon (think Ballistas with chains) cannons used to lock down an enemy. In addition, the tank has 2 flak cannons, 2 rocket launchers and one giant missile launcher that shoots recursive ammo (the missile splits into smaller missiles, which split into smaller missiles).

    Versus:
    Best........Air / Structures
    Normal....Heavy
    Worse.....Light
    Worst......Infantry

    Stats:
    Attack.....Medium~High
    Health.....Very High (need more weight, thus more armor, to lock down targets)
    Speed.....Very Low (due to weight)
    Range.....Medium

    Abilities:
    + bonuses
    - for balance
    = normalized
    1. Lock n' Splode
      = The unit locks onto a target and fires its four harpoons into it. Once the target is immobilized, it unleashes its full payload.
      - Duration of ability lasts 3 seconds to release harpoons, immobilize the enemy and fire.
      + The enemy loses its movement for the duration (EoN Bosses do not lose movement)
      - You cannot move
      + vs. Air (Heavy or Light) / Structures >inflicts Extreme Damage (8x normal) and the enemy cannot fire for the duration
      + vs. Heavy >inflicts Heavy Damage (3x normal) and movement speed is reduced by 25% for 3 seconds after the duration
      + vs. Hero units >inflicts Heavier damage (5x normal) and lowers attack speed by 15% for the duration.
      + vs. EoN Bosses >inflicts Heavier Damage (5x normal) and lowers defenses by 5% for 5 seconds after the duration.
      - vs. Eon Bosses (any) \ Hero (any) \ Heavy (Ground only) >can still fire during the duration
      - Cannot be used on Light (vehicles) or Infantry.
      - After the duration you cannot fire for 2 seconds. (due to reloading normal weaponry)
      - Cooldown 1 minute (due to the arming time of the giant missile launcher and harpoons)
      - You cannot use the harpoons or giant missile launcher (recursive ammo) outside of this ability

    The idea:
    To create an offensive ground-based heavy tank with a Harpoon ability that can effect bosses/hero units and take out air units / structures.

  5. #25
    Private Gubby's Avatar
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    Default Unit Idea: Llamas

    Forces.....Liberation Front
    Class.......Patriot
    Type........Artillery
    Name.......Llamas

    Description:
    An Artillery unit with the ability to switch between Acid shells (damage / debuff) and Healing shells (support).

    Versus:
    Best........Air / EoN Bosses (because they tend to be so large = more area for acid to rain down on)
    Normal....Heavy
    Worse.....Light
    Worst......Infantry / Structures (no effect on Structures)

    Stats:
    Attack.....Low
    Health.....Low
    Speed.....Low
    Range.....Long
    Vision......Long

    Abilities:
    + bonuses
    - for balance
    = normalized
    1. Acid Shell (default)
      = Shoots a shell high into the sky that explodes and rains acid down over the battlefield.
      = Meant for low consistent area damage.
      + medium area of effect
      + Can hit air (as well as ground troops)
      + very short delay between attack times to create continuous acid rain
      - damage is very low per shot (due to creating a medium dispersal area and fast firing)
      + damage is per shot, not damage over time (multiple Llamas can hit the same enemy units)
      + Reveals stealthed enemies
      + Small armor debuff (5%) for enemies who remain in the area of effect
      - the armor debuff does not stack
      - minimum range (cannot shoot in a range where it would hit itself)
      - hard to hit moving targets that are farther away
    2. Healing Shell (toggled)
      = The corrosive nature of the acid shell is reconfigured to instead reconstruct damaged metal.
      + Medium area of effect
      - small delay between shots (due to reconfiguring the shells)
      + Small armor buff (5%) for allies that remain in the area of effect
      - very low amount healed per shot
      + Can heal air allies (as well as ground troops)
      - minimum range (cannot shoot in a range where it would hit itself)
      + The healing effect is per shot, not heal over time (multiple Llamas can heal the same troops)
      - The armor buff does not stack

    The idea:
    I wanted to try a utility / support role with an Artillery unit. The name Llamas comes from the animal, which can change the materials in its spit by accessing its stomachs. Llamas also spit at enemies and allies (as a means of discipline - EoN translation "You took too much damage. I am going to heal you, now fight better!"). The previous was based on my limited knowledge of the Llama's behavior, so it could be inaccurate. Besides that, it was fun to call a unit a "Llamas"

  6. #26
    Private Gubby's Avatar
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    Default Unit Idea: Goose

    Forces.....Shadow Revolution
    Class.......Wraith
    Type........Light
    Name.......Goose

    Description:
    A light vehicle used for hit and run tactics. Armed with two double barreled machine guns.

    Versus:
    Best........Infantry
    Normal....Light
    Worse.....Heavy
    Worst......Air / Structures

    Stats:
    Attack.....Medium
    Health.....Medium (to help in using the ability)
    Speed.....Fast (hit and run, needs to be fast)
    Range.....Low (lower range makes it easier for the ability to work)
    Vision......Medium

    Abilities:
    + bonuses
    - for balance
    = normalized
    1. Feint Retreat
      = Move in the opposite direction for 3 seconds while releasing patches of landmines for any enemy foolish enough to pursue.
      - The enemy unit must move over the landmines or the ability does nothing. (just like an actual feint)
      + A patch of landmines is dropped every second the ability is active (3 total patches of landmines).
      + vs. Infantry > Heavy Damage and reduces movement speed by 15%
      + vs. Light > Medium Damage and reduces movement speed by 5%
      + vs. Heavy > Light Damage and reduces movement speed by 3%
      + movement speed reduction stacks
      - Cooldown 20 seconds
      + Landmines last for 20 seconds, or until tripped

    The idea:
    Try to make a hit and run vehicle for the Wraith class which had an ability that aided hit and run tactics (when used properly).

  7. #27
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    Default Unit idea: Jack-in-the-box

    Forces.....Shadow Revolution
    Class.......Wraith
    Type........Turret
    Name.......Jack-in-the-box (couldn't think of another name)

    Description:
    Instead of a normal turret being dropped, the package is instead an un-armed shockwave bomb that takes time to arm (the same amount of time it takes an Arc Turret to build) before it explodes. While arming itself to explode, it utilizes drones to modify itself to look like an Arc Turret being constructed.

    Versus:
    Best........Infantry
    Normal....Light / Air
    Worse.....
    Worst......Heavy / Structures

    Stats:
    Attack.....Medium
    Health.....Very Low
    Speed.....n/a - turrets don't move
    Range.....Medium
    Vision......n/a

    Abilities:
    + bonuses
    - for balance
    = normalized
    1. Explode (auto-triggered when done arming and at least 1 non-stealthed enemy unit is in range)
      = Drones create an illusion to make the enemy think it is an arc turret constructing and not a bomb arming itself to explode.
      - Destroys the unit.
      - Does not refund any resources when exploded.
      + vs. Infantry > Twice normal Damage and their movement speed is reduced by 43% for 2 seconds.
      + vs. Light or Air > Normal damage and attack speed reduced by 10% for 1 second.
      - vs. Heavy or Structure > only takes 35% of the bomb's normal damage.
      - If the bomb is destroyed before it is armed, it does not explode.
      + The bomb only goes off (once armed) if an enemy unit is in range.
      - Cannot detect stealthed units.
      + Can hit stealthed units. (i.e. a non-stealthed unit sets it off and the stealthed units are caught in the explosion)
      - Only one of these turrets can be brought in a player's unit loadout.
      - The debuffs do not stack.

    The idea:
    People used a lot of turrets in about half of the gameplay videos I saw. I wanted to make another Shadow Revolution unit (to keep the number of units ideas I create between factions balanced) and tried to think how a turret would work when combined with hit and run tactics. Instead of making it look like an Arc turret all the time, Mods can can be used to change the appearance to another Turret (What Liberation Front unit would try to attack their own turret because they think their Ally just dropped it?).

  8. #28
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    I would love to see some units from the C&C series. Would be cool to have a giant mammoth on the field wreaking havoc and killing everything in sight. But since it's slow moving you can have the artillery positioned to take it down. However it could just squish infantry and turn any short ranged tanks into dust. I also loved the disruptor tank from the GDI forces as well as the flame tongue tank from Nod. Seeing the infantry be scorched to death by the flame tongue would be awesome.
    "You don't see me."

  9. #29
    Private Silver65's Avatar
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    Default Naval

    will there be any naval units and if there arent they need a unit that can switch from land to naval

  10. #30
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    Why do we need naval units? I think they don't fit into an RTS game.
    Checking forums everyday. As a zombie.

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