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

  1. #31
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    Quote Originally Posted by Rebel Comrade View Post
    Why do we need naval units? I think they don't fit into an RTS game.
    It can and has been done (Such as with the early C&C series for example, or some well done Starcraft UMS maps). But in terms of End of War, I can't see any particular use for them unless they make maps with a lot of water and naval combat in mind. In which case you would have to have entirely custom setups for those specific maps.

    I think it's silly to propose unit ideas before the game has even been started though. Just my two cents.

  2. #32
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    Default More of an EoN boss encounter idea

    Forces.....Order of Nations
    Class.......NPC Boss
    Type........Air / Structure (1st phase), Air - fighters / Structure (2nd phase)
    Name.......Floating Fortress

    Description:
    The Liberation Front and Shadow Revolution learn that the Order of Nations is developing an experimental air fortress. After seeing the horrors unleashed by their land-based fortresses (the giant behemoth tanks), the two resistances decide to do a joint mission and destroy the factory before Order of Nations can manufacture any of these monstrosities. When they arrive in the rocky canyon, they hear alarms sounding and realize they are too late as one of the flying fortresses is just departing from the factory. There is also an Order of Nations army marching its way to defend the factory and will arrive in 23 minutes from the North (arrival time can be adjusted, just picked a random number). The flying fortress heads north through a north-south vertical map. The factory must be destroyed to provide ground access for the vehicles. If the Flying fortress makes it to the other side of the map or the Order of Nations army secures the flying fortress (or the factory - depending on game mechanics), then the mission is lost.

    Versus:
    Phase 1:
    Best........Air, Light, Heavy, Infantry (in valley)
    Normal....
    Worse.....
    Worst......Infantry (on cliffs) - cannot attack

    Phase 2:
    Best........Air, Light, Heavy, Infantry (in valley)
    Normal....Infantry (on cliffs) - through bombing runs
    Worse.....
    Worst......


    Stats:
    Attack.....High (Phase 1), Medium (Phase 2)
    Health.....Massive
    Speed.....Slow to none (as engines are destroyed)
    Range.....Low

    The idea: (There is a map in the post below for those that find visuals helpful)
    <<<Phase 1>>>
    Fortress:
    The flying fortress (which looks like a huge black diamond) has 8 main engines, 4 only accessible from the air and 4 only accessible from the ground. The 4 engines accessible from the air provide most (65%) of the thrust for movement, while the 4 accessible from the ground provide some (35%) of the movement and manage to keep the fortress flying in the air. These engines, being very vital, are heavily guarded. The 4 engines (on the top of the diamond) are guarded by aircraft carriers which launch multiple waves of mini anti-air fighters (two fighters per side are launched). The 4 engines (on the bottom of the diamond) are protected by 30 Artillery turrets and 1 Ion Laser.

    Players:
    The goal for players is divided into separate strategies (I am trying to make all of the unit types useful).
    -> Air: They are in charge of chasing after the fortress and taking out the engines to slow it down enough for the ground troops to catch up. Each engine destroyed makes the flying fortress lose 16.5% of its movement speed.
    -> Ground (vehicles): They must destroy the factory to clear a path to enter the canyon. Once they catch up to the fortress, they have to destroy the remaining engines while dodging the artillery fire and ion laser. The artillery turrets can be destroyed individually. The Ion laser cannot be destroyed.
    -> Ground (infantry): These have multiple roles in the first wave. They can:
    1) Directly scale the cliffs of the valley to support the air units by destroying the anti-air fighter planes and must capture bridges for the vehicles to cross the valley.
    2) Help the ground (vehicles) by demolishing the factory quicker, then help with the assault on the fortress directly.
    3) Work on capturing the infantry-only Points to the east and west of the canyon. (resources, landing zones and ramps/bridges - so vehicles have closer spawn points and can get through the valley).

    <<<Phase 2>>>
    Fortress: When all of the engines have been taken out, the flying fortress crash lands (burying the lower half of the diamond so that is now looks like a pyramid). Its Ion laser is now underground and acts as a tremor turret. This tremor turret (which also cannot be destroyed) gains an attack boost of 1% per artillery turret remaining from the previous phase. The 4 sides of the pyramid open up to reveal shielded facilities inside and 1 of the 2 fighters on each aircraft carrier now carries artillery ammunition (i.e. there will be a total of 4 airstrikes going off in random directions every time the mini anti-air fighters spawn).

    Players:
    ->Air: Continue to fight off the anti-air fighters while helping damage the shield generators.
    ->Ground (vehicles): main goal is to destroy the shield generators as quickly as possible.
    ->Ground (infantry): multiple roles:
    1) The Infantry in the valley with the ground vehicles can attack the mini anti-air fighters or destroy the shield generators. After the shield generators are down, they will be the only ones able to enter and capture the aircraft points (turning the automated production of mini anti-air / bombing run fighters to their side)
    2) Continue capturing the infantry-only Points (resource, landing zones and ramps/bridges so vehicles have closer spawn points and can get through the valley).
    3) The infantry who chose to climb the cliffs and support the air in the previous phase can continue along the cliffs and walk down to the other side of the valley to begin setting up for the first defense against the incoming Order of Nations army (if it has not already arrived).

    <<<Phase Order of Nations army>>>
    This phase involves wiping out the oncoming Order of Nations army to prevent them from recovering and repairing their fortress (i.e. retaking all of the infantry-only capture points on their fortress) or reaching the damaged factory - whichever one will actually work with the mechanics of the game. This phase occurs 23 minutes after the map is started, or directly after Phase 2 concludes.

  3. #33
    Private Gubby's Avatar
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    Default Map of the above - for those who need a visual

    Forgive my ASCII, but I will try to draw a map. If someone can draw it better, please do so.
    ↨↨ = Infantry only path up and down the cliffs
    ░ = Infantry only paths
    ↑ = path of the flying fortress
    C = Cliff path (for Infantry only)
    B = Bridge
    T = Turret from capture points (*T)
    ≈≈ = Water
    (*B) = Point that lowers a bridge for ground vehicles/ infantry.
    (*L) = Capturable Landing Zone
    (*R) = Capturable Resource Point
    (*T) = creates turrets next to the bridges

    __________________________________________________ ____________________
    |................................................. .......↑.......................................... .......................................|
    |...........................................Order of Nations army spawn point...........................................|
    |(*T)............................................. .....↑............................................ ...............................(*T)|
    |≈≈≈≈≈≈≈≈≈≈≈≈≈BB≈≈≈≈≈≈≈≈≈≈≈≈BB≈≈≈≈≈≈≈≈≈≈≈≈≈BB≈≈≈≈≈ ≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈|
    |≈≈≈≈≈≈≈≈≈≈≈≈≈BB≈≈≈≈≈≈≈≈≈≈≈≈BB≈≈≈≈≈≈≈≈≈≈≈≈≈BB≈≈≈≈≈ ≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈|
    |..............CCC..T.....T...................T... ↑..T.....................T......T.......CCCC...... ........................|
    |.................CCC............................. ..↑......................................CCCC..... ............................|
    |.................CCCCCCCCCCCCC......↑..........CC CCCCCCCCCCCCC...................................|
    |......................................CCC↨↨...... .↑.........↨↨..........................CCC........ ...........................|
    |......................................CCC........ ...↑.......................................CCC.... ..............................|
    |......................................CCCCCCCCCCC CCCCCC..................CCC....................... ..........|
    |......................................CCC........ ...↑...................CCC....................CCC. ..........................|
    |......................................CCC........ ...↑........................CCC..................C CCCCCCCC.........|
    |..............................░░↨↨C(*B)C.......↑. ....CCCC.............CCC................CC(*R)CCCC C......|
    |.............................░░(*L)BBBB........↑. .........CCCC..........C(*B)C.........CCCCCC...... ..........|
    |...............................░░..C(*B)C........ ↑..............CCCC..........BB.....CCCCC......... ................|
    |...............................░░..CCC........... .↑....................CCCCC(*B)CCCCCC............. ..............|
    |...............................░░..CCC........... .↑......................................CCCC...... ...........................|
    |░░░░░░░░░░░░░░↨↨CCCCCCCCCCCCCCCCCC............... ....CCCC.............................|
    |░░......................................CCC...... .↑...................CCC........................CC C.......................|
    |░░......................................CCC...... .↑......CCC.......CCC..........................CCC ...................|
    |░░......................................CCC...... .↑...CCC........CCC..............................C CC.................|
    |░░......................................CCC...... .↑...CCC........CCC.............................CC C..................|
    |░░......................................CCC...... .↑......CCC....................................CCC CC...................|
    |░░......................................CCC...... .↑..........CCCCCCCCCCCCCCCCC(*R)C................ ....|
    |░░..............░░░░...................CCC..↑.... ....................CCCCCCCCCCCCCCCC.............. ...|
    |░░.........░░░.....░░.................CCC..↑..... .................................................. ..CCC................|
    |░░░░░░(*R)..░░.................CCC.....↑......... .........................................CCC...... .................|
    |........................░░............CCC........ .↑..............................................CC C...........................|
    |...........░░░░.....░░.............CCCCCCCCCCCCCC C....................CCC.......................... .....|
    |........░░.....░░░░..............CCC........↑.... ......................................CCC......... ......................|
    |.....░░.............................CCC.......... .↑.....CCC↨↨.....................↨↨CCCC........... ...................|
    |..░░...................................CCC....... .↑........CCCC................CCCC↨↨.░░........... ................|
    |░░...................................CCC......... .↑....CC(*B)C≈≈BB≈≈C(*B)CC░░...................... ..........|
    |░░.......................................CCC..... .↑......CCCC.....(*L)....CCCCC.░░................. ..............|
    |░░............................................CCC .↑.......CCC.......░░░░░░░░░░░░░░░░░░░░░...... |
    |░░...........................................CCC. .↑..........CCC................................... .................░░░...|
    |░░......................................CCC...... .↑.............CCC................................ ..................░░░..|
    |░░░░░░░░.................CCC.............↑....... .....CCC.......................................... ......░░░.....|
    |.................░░............CCC............... .↑................CCC............................. ...............░░░.....|
    |...............░░............CCC................. .↑....................CCC......................... ...............░░░.....|
    |..............░░..............CCC................ .↑.....................CCC........................ .............░░░.......|
    |............░░░░(*R).....CCC.................↑... ...................CCC............................ .......░░░........|
    |.............░░...................CCC............ .↑.........................CCC.................... ..........░░░..........|
    |..............░░.......................CCC(*B)C≈≈ BBBB≈≈C(*B)CCCCCCCC.......................░░...... .|
    |...............░░...................CCC.......|Fa ctory must be|....CCC................................░░░░.... |
    |.................░░...............CCC.........|de stroyed to pass|.......CCC.......................░░.......... ..|
    |....................░░...........CCC............. ......................................CCC......... ......░░................|
    |...................░░...........CCC.............. ........................................CCC....... ....░░..................|
    |..................░░...........CCC............... ......................................CCC......... ......░░░░...........|
    |................░░.............CCC............... ....................................CCC........... ...........░░...........|
    |..............░░................CCC.............. ..................................CCC............. .............░░.........|
    |.............░░...................CCCC........... ............................CCC................... ...........░░(*R)...|
    |............░░....................↨↨CCC↨↨........ ....................↨↨CCC.↨↨...................... ...░░░..........|
    |(*R)░░░░░░░░░░░░░░CCC.Player Spawn Point.CCC░░░░░░░░░░░░░░...............|
    |___________________CCCC_________________CCCC_____ __________________|

  4. #34
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    Heyyy^^
    I know a bit of map creating in generals. (that's how i made my avatar btw)
    If I don't get into alpha till tomorrow (need to slip atm), I may do some work with this. But I don't promise anything.
    Checking forums everyday. As a zombie.

  5. #35
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    a good unit will have to be the toxic trooper from the command and conquer, strong vs. infantry weak vs. all tanks, air units. to even out its unique chose of weapons, add a sub gun like a mini rocket, or a laser gun. make him only available for the liberation force, and only for a sub class like a reward.

  6. #36
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    I can't choose right colors, just fill them.
    Here is about how the map should be

    Checking forums everyday. As a zombie.

  7. #37
    Private Gubby's Avatar
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    Default

    Thank you Rebel Comrade

  8. #38
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    Wink

    The Inquisitor

    Class: Spartan
    Type:Air
    Weapon: Massive canon

    The inquisitor is a hovercraft the act as an artillery but is slow and it has a slow rate of fire.

    ++ Heavy
    ++ Light
    ++ Infantry
    Cant shot air
    + Buildings

    Stats:

    Health:9500
    Damage:1400
    Speed:90
    Range:1000
    Vision:450

    Abilities:

    Death angel rounds:
    -Rounds explode im mid air damaging units around it.
    -Damage in a 125 range area.
    + Heavy
    + Light
    +++ Infantry
    ++ Buildings

    Ground shaker rounds (standard):
    -Shoot out 1 shell the on impact shakes ground slowing units on it range.
    -Slow effect only inside the range
    -slowing effect = 40- speed
    -Range of effect: 50


    that's my idea of a unit, the stats are obviously subject to change and sorry the i don't got any photo or any concept im not an art guy :/ but feel free to create anything

    PS: i manage to make a sketch on paint is bad but i think it a guide of what im going for: http://i.imgur.com/MTWo4.png?1

  9. #39
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    Default a good unit from C&C

    In C&C (Command and Conquer) you had a tank which is equipped with microwaves. It benumed enemys, so they can't defend theirself. It's like EMP. But this tank was also good against adverse turret and other defend structure, because benumbs they too. Such tank can used for many strategic manoeuvres. In general i wish that some more EMP-Units will come into game.

  10. #40
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    Default more units

    i would like to see a turret with high hp/armor and 0 dmg (with this turret you could place your soldiers inside and increase there effectiveness) im pretty sure we saw this in c&c

    how about a unit that has no attack only very fast and high cap rate light vehicle armor (can pick up special weapons and has a mod that can increase resource rate and/or amount for owner - mod can only be attached to this unit as it has 1 mod spot)

    i would like to see rocketteers on liberation side i feel it should help with some balancing vs invis units! make them strong vs air, decent vs troops and light bad vs tanks/buildings (unable to cap, fast unit)

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