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Let's brainstorm some ideas for unorthodox, but surprisingly viable units or structures (including lethal joke units/structures).

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USrankShadowWolfTJC
28 days ago
I don't know about you guys, but I personally like to brainstorm new ideas for units, especially more unorthodox ideas that could stretch the definition of what kinds of unit concepts could fit various roles (such as raiders, riots, skirmishers, and assaults to name a few). Here are a few ideas that I have for some more unorthodox, possibly lethal joke, unit designs:

Serf (cheap construction unit): What if there were construction units that were so cheap, that they could be built en-masse, yet be balanced out by having far less buildpower and health (but especially buildpower) than other construction units? Perhaps, like Zerg Drones, they could sacrifice themselves in an attempt to build structures at an accelerated rate?

Legionnaire (cheap riot unit): So named because they may be as slow as your typical riot unit, but they're cheaper than even the cheapest raider unit, with their weapon of choice likely being a gauss gun that instantly hits, has a modestly-high rate-of-fire, has a range of about 350 (on par with a Mace), and is able to 1-shot Fleas. Not only could masses of them easily defeat most raiders of the same cost, but they could possibly defeat dps-based riot units of equal cost like the Reaper, Mace, and Redback (which could probably defeat lone Legionnaires in turn), along with most assault units that lack aoe. However, aside from possessing a riot unit's usual weakness to skirmishers, they would likely get demolished by aoe-based riot units like the Ripper, Outlaw, Venom, and Ogre to name a few.

Dervish (blink-teleporting melee unit): An alternative approach to using raiders to counter skirmishers, this unit may be slower than any other raider unit, and may be armed with nothing but melee weapons, but like a Protoss Zealot, it makes up for it with its ability to teleport a limited distance to quickly close the gap against enemy skirmishers. Although its stats and abilities would make it more troublesome for riot units to deal with (though its blink ability would have a cooldown period), ironically enough, units with superior range and speed (such as most scouts and raiders) could effectively counter them through kiting.

Fisher (ranged grappling unit): An alternative to using fast raiders to close the distance against skirmishers, this unit uses a grapple gun to pull skirmishers towards itself, allowing nearby friendly units (especially riots) to pick them off without the risk of moving too close to enemy lines. Unfortunately, it might be a bad idea pulling enemy riot units close to it.

Harvester (sweeping melee unit): Like an Ultralisk from StarCraft, this unit would use its faster-than-average speed and heavy armor to quickly close the distance against anything slower than a raider (which can counter it through kiting), and shred groups of enemies around it with its sweeping scythe-like blades. Especially dangerous against groups of skirmishers or aoe-based riots.

Leapfrog (walking anti-air missile): This suicidal unit is designed to be a cheap and effective way to counter bomber rushes. Although its range is too low to be of any use against long-ranged air units like the Nimbus, it will launch itself and explode into any air unit that dares to come too close.

Behemoth (slow-moving mobile fortress): Inspired by the Harkonnen Devastators from Emperor: Battle for Dune, this fairly pricey unit was designed to be a cheaper, more affordable answer to the Dante, in that, although they would lack the Dante's aoe capabilities, not only could a couple of them match one in combat with their rapid-firing 150mm autocannons, but they could do so at less than 2/3rds the price of one, and with a range of 600, allowing them to take on any kind of skirmisher unit, or even other non-strider heavy units like the Grizzly or Crab. Unfortunately, in order to make these units so powerful, yet so cheap and affordable, they could only afford a movement speed of less than 15 elmo/s, making them barely more mobile than a Desolator defense turret, which makes them especially vulnerable to precision artillery units like the Impaler, Lance, or Emissary, and bombers like the Raven or Likho, and makes them require support from transports or Djinns to allow them to get around the battlefoeld in a reasonable amount of time. Moreover, while their autocannons are powerful, they lack the rate-of-fire or splash damage needed to effectively deal with masses of cheap scouts or raiders, which the autocannons overkill, thus support from riot units is recommended.

Scourge (anti-heavy rover): The large missiles that the Scourge carries are designed for use against striders. Thus, like other anti-heavy units like Lances and Phantoms, while the Scourge's missiles deal massive damage, they lack in aoe, and have a long reload time. While possessing less range than the Lance, and while being unable to cloak like the Phantom, the Scourge is comparatively cheaper and faster than either unit.

Bulldozer (heavy blockade-running rover): Designed to break through heavy fortifications, this vehicle, despite its large size, is not only as durable as the likes of other front-line heavy units (including the Cyclops and Grizzly, and even some weaker striders like Dante or Scorpion), but despite its large size, it can move at speeds of over 90 elmo/s. Although the heat rays poking out from each of its four corners are suitable for quickly decimating enemy bases, along with whatever light units it gets close to (including anti-heavy sniper units like Lances or Phantoms), unfortunately, due to their low dps, lack of aoe, and limited firing arcs, they're inadequate against equal costs of assault units, other heavy units (including the aforementioned Cyclops, Grizzly, Dante, and Scorpion), or even the heavy base defenses that it's designed to go through, not necessarily overpower.

Troll (saturation skirmisher tank): Unusually for a skirmisher, the mortars fired by this unit have a modest blast radius, making it adept at not only kiting riot and assault units, but also killing scores of lesser skirmishers as well, though they're ineffective against more sturdier heavy units like Grizzlies. Moreover, due to the high trajectories that the shots travel at, they're not very effective against raiders, including groups of smaller ones.

Blackhawk (cruise missile bomber): Although an expensive and lightly-armored aircraft, the homing-capable cruise missiles fired by this long-range bomber allow it to safely attack targets from beyond the range of basic anti-air units or structures (including Razors or Threshers). Unfortunately, not only do the Chainsaw and Artemis still outrange it, but it's so slow that enemy Swifts and Raptors can easily catch up to it and shoot it down. (Note: I'd recommend adding long-range anti-air units for each factory to counter this unit, and making said long-range anti-air units both more expensive than, and not as deadly as, the shorter-ranged anti-air units in order to keep these long-range anti-air units from overshadowing the latter.)

Stirge (point defense aircraft): In order to give the air player more of a fighting chance at penetrating through enemy long-range air defenses such as Artemis or Chainsaw, sometimes all that's needed is a more expendable aircraft that can intercept enemy long-range SAMs, even if it means sacrificing its own life in the process. In the Stirge's case, it projects a wide bubble shield around it that serves to protect other aircraft from powerful projectiles, though when the shield goes down, then the shield generator overloads, causing the Stirge to explode. Unfortunately, the Stirge's shield is so weak, a single Razor, Thresher, Swift, or Raptor is enough to shoot down dozens of them at a time, in which case, it's usually more cost-effective to send the bombers alone anyways.

Zeppelin (slow-moving fortified airship): Inspired by the Kirov airships from Command & Conquer, Red Alert 2 & 3, these slow, ponderous airships make a Detriment seem fast by comparison. Although they are armed with short-ranged autocannons to support ground units within a modest range, anti-air units and structures easily outrange it, as do many skirmishers. So why would you want to build such a unit? Well, their biggest strength would be their absurdly high health pool for their cost, possibly supported by a potent shield to protect allied aircraft with. Not only would they be far cheaper to build than a Krow, they would have much higher health than one, possibly even as high as a Paladin, if not higher. With health that high, numerous Zeppelins could withstand enough hits from an Artemis to give accompanying bombers or gunships an opportunity to strike when the Artemis runs out of shots. Also, in the event that the Zeppelin finds itself above an enemy, it can use its D-gun ability to drop a devastating amount of bombs onto the enemy, similar to the Krow. Against a Chainsaw, a handful of Zeppelins could survive the onslaught just long enough for one of the Zeppelins to get within range of the Chainsaw, or at least survive long enough to distract the Chainsaw away from allied aircraft attempting to airdrop artillery support (or set themselves up in the case of artillery gunships like the Abaddon and Bombardier below) to destroy the Chainsaw. Finally, in the event that one is shot down, or set to self-destruct with Ctrl+D, it continues to move forward as it slowly falls into the ground, and upon contact with the ground, it explodes with the force of an exploding Singularity Reactor.

Roswell (gravity gunship): The saucer-like Roswell is equipped with the same graviton projectors that the Newton and Jugglenaut use, which allows it to either pull units towards itself, including lifting ground units into the air (which gives anti-air units a target to shoot at), and keeping enemy planes from retreating from it, but also repelling enemy units away from it, such as slowing down the advance of enemy bombers. Inspired by the Phoenix's secondary ability from StarCraft 2.

Abaddon (airborne wave motion artillery platform): The Abaddon is essentially a flying wave-motion particle beam cannon that is capable of laying waste to whatever's within its line of fire. When not shooting at targets, the Abaddon uses its wave-motion cannon to provide itself with extra thrust. However, when given a target in range (it can outrange any anti-air unit or structure in the game, save for the Chainsaw and Artemis), it needs to charge up its wave-motion cannon for a few seconds before it can fire a devastating beam of energy at its target for several more seconds, heavily damaging it, anything close around it, anything behind it, and anything directly between it and the cannon. Because of this, the Abaddon is useful not only for decimating striders, but also for bombarding a modest area (much like a saturation artillery unit like the Firewalker). Unfortunately, due to the impulse the wave-motion cannon provides to the user, it is too powerful to be usable by any ground unit (without causing the user to be thrown in the opposite direction), and even in the Abaddon's case, it needs to fire a particle beam behind it in order to keep itself stable, so care must be taken to ensure that friendly aircraft aren't caught in the crossfire. (The closest ground-based counterpart to this weapon is the immobile Starlight superweapon.) Moreover, during the weapon's cooldown time, the Abaddon can't rely upon the wave-motion cannon for thrust, causing it to move at reduced speed. Also, due to the cannon's design, the Abaddon cannot easily reposition or change targeting direction, making it ineffective against fast-moving raiders and interceptors.

Bombardier (deployable artillery gunship): Inspired by the Siege Chopper from Command & Conquer, Red Alert 2: Yuri's Revenge, the Bombardier is armed with a retractable howitzer which it can only deploy when it lands. Like the Impaler and Emissary, the shells that it fires are lacking in aoe, and are best used against individual targets. Moreover, the weapon's range is greater than that of any air defenses that aren't either an Artemis or a Chainsaw, and while landed, the gunship cannot be targeted by anti-air.

Prometheus (construction strider): At 1st glance, this unit might seem pointless, until you realize that this strider is, like the commander, not only tough, but capable of defending itself reasonably well, and between its strong shielding and high buildpower, unless it's met with a strong force, it could not only reclaim or terraform while under fire, but it could protect whatever it builds from enemies long enough to finish building them before they're destroyed.

Skyfeller (anti-air strider): Like the Airnomo from Supreme Commander 2, the vast array of long-range and short-range anti-air weapons that this strider provides should allow it to safely protect its fellow units from all but the most determined of airborne attacks. Unfortunately, aside from its high health pool, it lacks in any defensive capabilities against ground units.

Spirit (ultra-heavy saturation bomber): Built from a strider hub, this unit draws its inspiration from the Ahwassa from Supreme Commander: Forged Alliance (and is named after the real-life B-2 Spirit stealth bomber), in that not only is it very expensive (no less than a Paladin), and not only is it durable enough to fly over all but the most durable of anti-air defenses, and dump copious amounts of singularity bombs across an enemy base, but it would fly slowly, take forever to rearm, and have a really tough time making sharp turns, making it easily exposed to enemy aa fire from well past the target area. Alternatively, to keep it from being OP as soon as it starts flying, it could require that it stockpile bombs before it flies over its targets.

Ballista (precision artillery emplacement): A more modest alternative to the Cerberus and Big Bertha artillery emplacements, the Lucifer tachyon projector, and even the Tactical Missile Silo, the Ballista launches highly-precise ballistic missiles (similar to the ones that the Impaler launches) to attack most enemy base defenses from outside their range, even if the targets are unidentified. Unfortunately, the missiles don't track, lack in aoe, and have a high trajectory, making them ineffective against anything smaller and slower than a Detriment. Because of this, even if outranged by the Ballista, mobile artillery can serve as effective counter-artillery units against this structure. Moreover, while the Ballista can outrange the Lucifer, it cannot outrange the Cerberus.
+4 / -0

AUrankSmokeDragon
28 days ago
wow! thats a huge wall of text

+2 / -0

PLrankOrfelius
28 days ago
(edited 28 days ago)

Spammer: it makes your enemy hear white noise instead of in-game sounds (including music). Can be customised to play custom tracks.

Train: its a train, what alse would you want? Also it has a unique selection noise saying "Parzival was right".

Not-A-Grizzly: like Grizzly but has 2 more lasers and has twice as much hp.

Damage Sink: its a large sink that absorbes damage from your units. Its immobile of course and cost a ton of resources to make.

Teemo: Its Teemo. He has magic mushroom mines that cannot be detected by anything and will slowly kill you. There is no escape. Mushrooms scale with ability power.

Panther: its like Blitz but is radar invis and every time it kills a unit it shouts "SCREW YOU I'M A PANTHER".

Gargoyle: its a structure that produces blood with energy. The blood spills out of its gaping mouth and slowly drowns the whole map.

Synchrowarper: superweapon that creates pocket realities for each player. It basically desynchronises the game for everyone so that every player can play in their little world.
+4 / -0


PLrankAdminSprung
27 days ago
quote:
Scourge (anti-heavy rover)


+9 / -0



AUrankAdminGoogleFrog
27 days ago
Nice ideas. A lot seem to be either really cheap or really expensive. I like how many of these units already exist or existed at some point.

quote:
Fisher (ranged grappling unit)

Sumo?

quote:
Harvester (sweeping melee unit)

This was the lightsabre-weilding Slicer, but it's gone now.

quote:
Behemoth (slow-moving mobile fortress)

Cyclops? Except for the movement speed Cyclops costs about 2/3 a Dante, beats a Dante but really lacks AoE.

quote:
Bulldozer (heavy blockade-running rover)

Sumo had heatrays for a long time. At one point I think it had heatrays and couldn't jump.

quote:
Roswell (gravity gunship)

This was an old Licho, although it could also abduct structures.

quote:
Ballista (precision artillery emplacement)

This is almost exactly the Trebuchet from at least nine years ago.

quote:
Spammer: it makes your enemy hear white noise instead of in-game sounds (including music). Can be customised to play custom tracks.

You mean Gnat.

quote:
Damage Sink: its a large sink that absorbes damage from your units. Its immobile of course and cost a ton of resources to make.

The actual Damage Sink (technically "Damage Sink thing") is much cheaper, only costing 10 metal. Furthermore, it has some of the most powerful autohealing in the game as it is able to regenerate its full 50k health pool in a single second.
+3 / -0

LTrank[pikts]wolas
27 days ago
You forgot I win button which costs a lot and when built you win.
+2 / -0

USrankShadowWolfTJC
27 days ago
(edited 27 days ago)

PLrankAdminSprung:
quote:
quote:
Scourge (anti-heavy rover)

These names are a work-in-progress, and may, of course, be freely changed, just as the Ronins used to be called Rockos for example. Perhaps "Slayer" could be an alternate suggestion for this vehicle's name?
AUrankAdminGoogleFrog:
quote:
Nice ideas. A lot seem to be either really cheap or really expensive. I like how many of these units already exist or existed at some point.

Thanks, but I'm now curious as to what these old units were like?
quote:
quote:
Fisher (ranged grappling unit)
Sumo?

I'm thinking something far cheaper, like, say, as cheap as a Ronin or Moderator.
quote:
quote:
Harvester (sweeping melee unit)
This was the lightsabre-weilding Slicer, but it's gone now.

In addition to wanting to know more about the unit, I wonder why it was removed, when it was removed, and whether or not it would be a good idea to add it back in? Edit: Also, did the Slicer attack everything around it, like an Ultralisk from StarCraft (or a Predator from StarCraft 2)?
quote:
quote:
Behemoth (slow-moving mobile fortress)
Cyclops? Except for the movement speed Cyclops costs about 2/3 a Dante, beats a Dante but really lacks AoE.

I didn't know that the Cyclops could do that, though since the idea behind the Behemoth was meant as a possible lethal joke unit (since I believed that ultra-slow units that would make a Detriment seem fast by comparison would normally be impractical), I still proposed adding the unit, and brainstormed ways in how the unit could be made more viable. I also wanted to find ways in how heavy units like the Cyclops and Dante could be introduced in an earlier, less sudden, more fair fashion, so I figured that adding an even cheaper heavy unit, with all of the firepower and health, but mobility equal to a tortoise, would be a good idea.
quote:
quote:
Bulldozer (heavy blockade-running rover)
Sumo had heatrays for a long time. At one point I think it had heatrays and couldn't jump.

I doubt that the Sumo, or should I say Jugglenaut, both now and back then, would've been designed for breaking through enemy defenses through a combination of high speed and high HP. Sure, it could jump, but it couldn't jump very often, and was slow on top of that.
quote:
quote:
Roswell (gravity gunship)
This was an old Licho, although it could also abduct structures.

Never heard of a Licho (aside from there being a developer and community member of that name), though I wonder, did it rip structures out of the ground? (I doubt I had that in mind for the Roswell, seeing as more of a support unit that helps protect other units.)
quote:
quote:
Ballista (precision artillery emplacement)
This is almost exactly the Trebuchet from at least nine years ago.

I wonder why it was removed? I mean, Cerberus and Lucifer are nice and all, but they're both so expensive, though to their credit, they're also durable enough to survive counter-battery fire from a single Impaler or Emissary for more than half-a-minute, far longer than what I'd imagine the Trebuchet, or my idea for a Ballista, would've survived, which would be only one shot.

Now that that's out of the way, I came up with a few more ideas for more interesting units:

Cannibal (self-replicating/self-evolving assault unit): Inspired by the playstyle of "jungling" from MOBAs like League of Legends, where units grow stronger by hunting down isolated neutral or enemy units, the concept behind the Cannibal is that, while initially a bit weaker statistically than other assault units, it not only has self-healing capabilities, it can absorb wreckage from the battlefield to either gradually grow in power, or replicate like a Puppy, or both even. Over time, by hunting down isolated mexes, what was once a lone weak Cannibal could turn into a more formidable task force of upgraded Cannibals.

Litterer (mine-laying riot unit): An alternative to dealing with enemy raiders, this unit constantly lays mines that, when triggered from even a fair distance, create damaging shockwaves that are sure to dispatch groups of units (and possibly have other side effects, such as slowing, stunning, or burning to name a few), especially raiders, that get too close to it (which is made more difficult by the fact that the mines are burrowed), though sadly, are too weak to effectively deal with larger, more durable units like assault units. Moreover, unlike the Claw mines that the Badger spawns, the Litterer's mines self-detonate after only a couple seconds, so, unfortunately, skirmishers are likely able to attack the minelayer before they could be lured into its mines.

Shrieker (penetrating skirmisher unit): This skirmisher unit would blast powerful sound pulses that spread out in a cone pattern as they travel for far distances, dealing damage to whatever units are within its path. Although it can mop up riot units, along with groups of cheap skirmishers, thanks to the weapon's range and spread, unfortunately, it has problems taking down more durable units that can resist the blast wave and attack the skirmisher itself, including other, more durable skirmishers like the Grizzly. Moreover, the blasts travel slow enough that raiders, even smaller ones, could avoid the blast waves and quickly close the distance against the fragile skirmisher.

Edit: Oh, and possibly a new factory for some of these new units. I'd call it the Budgetbot Factory, which would be able to build the Serf (super-cheap construction unit), Legionnaire (super-cheap riot unit), Fisher (ranged anti-skirmisher grappling unit), Leapfrog (walking anti-air missile), Cannibal (cheap self-replicating/self-evolving assault unit), and Behemoth (cheap ultra-slow heavy/anti-heavy mobile fortress), along with a walking artillery missile for dealing with enemy defenses, and possibly moving the Ronin to that factory (since it's a cheap skirmisher), and giving the Cloakbots a new skirmisher (such as the Shrieker).
+1 / -0

PLrankOrfelius
27 days ago
(edited 27 days ago)

https://zero-k.info/Forum/Thread/20224
But what about trains?
+0 / -0

USrankShadowWolfTJC
26 days ago
(edited 26 days ago)

Who'd want to use a train factory, aside for the lulz? After all, aren't trains bound to train tracks, and wouldn't constructing them be a tedious task, even more so than using air transports or a Djinn?

Now an airship plant, on the other hand, I could see being useful, especially if we envisioned the airships as being essentially slow flying tanks (much like comparing the slow and heavy tanks to the fast and lightweight rovers, think Battlecruisers from StarCraft). In addition to adding the Zeppelin (ultra-slow shielded airship) to the factory's build list, along with a construction airship, a skirmisher airship, a riot airship, an assault airship, an anti-air airship, and even an artillery airship, I'm sure that the Krow could be moved there and replaced with, say, the Abaddon (airborne anti-heavy saturation artillery platform), and I'm sure that we'd be able to bring the Eclipse's model back from Limbo to be used in some new airship. Sadly, I doubt that there'd be an airship for raiding, since they tend to be rather slow-moving, though perhaps an airship with tractor beams (possibly the Roswell) could serve in an anti-skirmisher role, and there could be cheap but slow airships for use as scouts?
+1 / -0

AUrankSmokeDragon
26 days ago
gunships are kind-of airships ?
+0 / -0

LTrank[pikts]wolas
26 days ago
(edited 26 days ago)

Trains could be a support strider unit, not a factory, very weird one, for example you could build structures on train. But the pathing, the complexity, the balance, the issues OH MY GOOOoooooD...
+2 / -0


USrankOflameo
26 days ago
I though of 2 units that I don't think ever existed in Zero-K or any other RTS that I know of.

The first one I call a Cob. It is a tactical missile that dumps a bunch of light mines over a target. Those mines would be preferably be called popcorn to complete the joke, but they can just be claws which is the same mine badgers use. Alternatively you can call it a Cactus or a Briar and just use claws.

The other is a warp and it is a tactical missile that is a light transport.
+1 / -0


PLrankAdminSprung
26 days ago
In the past there was Condor, a bomber that dropped mines. I also recall a Trebuchet variante which launched Glaive drop pods but I don't remember whether it was available in multiplayer.
+0 / -0

USrankShadowWolfTJC
26 days ago
USrankOflameo: That reminds me of the Brotherhood of Nod's mine drop support power from Command & Conquer 3: Tiberium Wars, when a bomber is called in to saturate whatever area you want with mines.
+1 / -0


EErankAdminAnarchid
25 days ago
Given that Claws are temporary, a Claw cluster missile is pretty much Inferno.
+0 / -0

NLrankBlackdutchie
25 days ago
quote:
The other is a warp and it is a tactical missile that is a light transport.

I love this idea.

If you load a lobster along with 3 other units you can get even further!
+0 / -0

AUrankSmokeDragon
25 days ago
could quake missiles have a slow aoe blast that penetrates shields? ís it a good idea?

funnelweb could have a pair of assist/repair drones that can heal and help build but cant reclaim or seed nano frames.. that way funnelwebs and cons can have more synergy and the funnelwebs support role is more emphasized.
+1 / -0

USrankShadowWolfTJC
25 days ago
(edited 25 days ago)

By the way, any thoughts about adding a sub pen, which would allow a player to build all manner of subs (possibly including the Seawolf, or even the Scylla)? I could imagine it producing units like these:

- Selkie (construction sub): This construction unit is capable of building underwater, safe from anything that lacks anti-sub weaponry of any kind.

- Dolphin (scout minisub): Armed with only a small torpedo tube, this unit would only be threatening in large numbers. However, the fact that it's submerged allows it to stay out of danger from anything that can't attack submerged units, let alone detect them.

- Manatee (skirmisher sub): This unit needs to surface in order to fire its missile launcher at any targets. However, the missiles that it fires contain depth charges, making the missiles effective against both surface and underwater targets, though raiders, even submerged ones, still pose problems, as the missiles are easy for the raiders to dodge.

- Sea Lion (mine-laying riot sub): This unit deploys mines that stay active for a few seconds, or until an enemy ship or sub comes too close, before they detonate their sonic warheads that, while not particularly effective against more durable heavy and assault units, can send swarms of raiders to a watery grave.

- Orca (assault sub): A fearsome and surprisingly resilient opponent, especially for a submarine, the Orca uses a torpedo-launched magnetic harpoon to latch onto its target, gradually stunning it and drawing it closer, all while it pummels it into oblivion with its potent anti-ship torpedo launchers.

- Porpoise (anti-surface skirmisher sub): Unlike the Manatee, the Porpoise is capable of skirmishing from afar without having to surface, thanks to the torpedoes that it launches, which, thanks to their lower-than-water density, will float onto the surface to strike at enemy ships and hovercraft. Unfortunately, these torpedoes are incapable of hitting other submerged units or structures.

- October (precision artillery sub): Named after the fictitious Red October from the Tom Clancy novel, "The Hunt for Red October", this unit can fire long-range high-precision missiles while stealthily remaining underwater.

- Penguin (anti-air minisub): Designed to protect other submerged units from enemy sub-hunting aircraft, this unit surfaces in order to unleash a barrage of anti-air missiles.

- Kraken (cloaked anti-heavy robotic squid): In order to deal with large ships, such as the Shogun, or amphibious mechas, such as the Grizzly, or even the Detriment, the Kraken uses a fast propulsion system and a cloaking device to quickly and stealthily close the distance towards the target, and then use its tentacles to attach itself to the target, where it then constantly applies a powerful electric discharge that is sure to leave the unit powerless to escape without support, as long as the Kraken is still attached. Although capable of gradually damaging its prey over time, support from other units, especially Orcas, is recommended in order to bring the trapped victim down for good, and in order to protect the Kraken until the deed is done.

- Poseidon (submerged aircraft carrier): Inspired by the UEF's Atlantis experimental submerged aircraft carrier from Supreme Commander, this unit needs to surface in order to deploy a complement of drones to attack enemy units. (Note: This might be better suited as something to be built from a Strider Hub if deemed too powerful.)

Special mention should go to the Lancelet, which is a submarine bomb, though I'm unsure if it could be revived alongside these other subs. Also, I'm unsure if the Seawolf would be kept intact as a raider sub, redesigned into something else (such as the Orca assault sub), or scrapped altogether.



Of course, with the addition of a factory that produces all manner of submarine units comes a need for more units and structures to counter submerged units and structures, especially those that can/do operate at sea, such as ships, hovercraft, amphbots, and even aircraft, along with artillery, so that they may attack submerged units or (especially) structures. To alleviate the need for more dedicated anti-sub units, I'd like to propose changing the following units/structures so that they can better deal with underwater targets:

- Raven, Phoenix, Likho, Harpy, Revenant, Scalpel, Cutter, Mistral, Envoy, Buoy, Sling, Impaler, Emissary, Tremor, Racketeer, Merlin, Shogun, Cerberus, Big Bertha: Give their missiles/bombs/shells the ability to turn into sinking torpedo bombs or depth charges upon landing in water, preserving attributes, such as burn damage or slowing, if need be.
- Thunderbird: Make the lightning extend underwater.
- Blastwing: Make it optionally turn into a torpedo.
- Krow: Replace the lasers with gauss autocannons to allow it to attack enemies underwater.
- Halberd: Replace weapon with depth charge launcher.
- Mace: Replace weapon with continuous sound cannon.
- Lance/Lucifer: Give tachyon accelerators the ability to attack underwater targets.
- Corsair: Replace weapons with cluster grenade/depth charge launchers that keep their shotgun spread attributes.
- Firewalker: Replace fiery rain with incendiary cluster bombs that can serve as depth charges, that can still burn underwater, and that may leave a fiery trail while in flight for visual effect.
- Grizzly: Give it some of the Scallop's underwater charge launchers, so that it can fend off enemy subs, which its lasers can't hit.
- Badger: Give its mines the ability to float in water, and attack underwater enemies.
- Owl: Give it the ability to drop scouting probes that grant sonar coverage while in the water.

In addition, perhaps the gunship plant could be given an anti-sub gunship modeled off of the Osprey, which normally deploys sonar to reveal enemy subs, and carries depth charges to destroy enemy subs? Or better yet, since this is Zero-K, perhaps we could instead give the anti-sub gunship the ability to force subs to the surface through, say, a magnetic grappling hook, allowing other gunships that lack anti-sub capabilities to attack the exposed submarine directly?
+1 / -0

USrankShadowWolfTJC
19 days ago
(edited 19 days ago)

I wonder what the game would be like if there were units that could transform between a ground/sea state and a flying state, like these:

- Tengu (transforming raider mecha/multirole fighter): On the ground, this unit is no better than most raiders in terms of combat performance, and easily falls to enemy riot units and anti-swarm base defenses. However, unlike most raiders, its grounded form is too slow to be able to effectively counter skirmishers. What makes this unit good at raiding is its ability to transform between a grounded mecha form, and an airborne jet form. While airborne, this unit is quite fast, and like the Swift, it can attack both ground and air units, though it's not as fast or agile as the Swift. To raid effectively with this unit, it needs to take advantage of its ability to transform in order to fly to enemy mexes and underdefended base structures, skirmishers, and artillery, transform to a grounded state to both take advantage of its superior firepower and evade enemy anti-air units or defenses, and transform to its airborne state to escape from enemy reinforcements. (Note: I would've wanted to call this unit a Harpy instead, but unfortunately, the name's already taken.)

- Griffin (transforming raider/riot mecha/saturation bomber): While airborne, this unit possesses a unique ability in that, among other bombers, it doesn't need to return to an Airpad for rearming after dropping its high-aoe bomb, as it is capable of generating its own bombs on the fly. On the ground, the rate at which it regenerates its bombs is drastically sped up. Moreover it can lob them at swarms of enemies, effectively fulfilling a role as a riot unit.

- Chimera (transforming assault mecha/blockade-running plane): While airborne, this unit gains increased damage reduction, allowing it to fly through all but the strongest of enemy air defense systems before falling, though it is incapable of firing while airborne. On the ground, it can pummel enemies with its cannons, though it no longer gains increased damage reduction until it goes airborne once more.

- Manticore (transforming anti-air mecha/air superiority fighter): Although more than capable of shooting down other air units, what gives this unit an edge over the Raptor is its ability to transform into a grounded anti-air unit. Unfortunately, like the Raptor, it lacks any ground-attack capabilities.

- Lilith (transforming amphibious raider mecha/precision bomber): Although serviceable in air-land battles, this unit excels at naval warfare, as it can transform between an airborne torpedo bomber, which, thanks to its ability to regenerate ammo on its own, doesn't necessarily need to return to an airpad after dropping a single low-aoe but homing-capable torpedo, and an amphibious grounded/naval form, which can lurk underwater, and can fire its torpedoes more rapidly, both in the water and on land. Care must be taken, as unlike most raiders, this unit is not particularly fast while grounded or submerged.

I'd imagine that countering these transforming units would normally require a mix of normal anti-ground units and anti-air units to cover both their ground and air transformations.



Edit: Perhaps there could be a "Morphbot Plant" that produces these transforming mecha, and in addition to all of the units mentioned above, and in addition to the Bombardier gunship (which I think could be renamed to a Sphinx to fit with the naming convention of mythical chimeric creatures), perhaps the plant could also allow the player to build these units below:

- Pegasus (transforming construction mecha/aircraft): Although only capable of building and repairing while on the ground, this construction unit is capable of transforming between its grounded construction-capable mecha state, and a much more mobile airborne state that, like its flying counterparts the Crane and Wasp, allows it to build without constraint for terrain features. Unlike its flying construction counterparts, the ability to transform into a mecha helps keep it safe from enemy anti-air units or structures.

- Seraph (large transforming drone-carrying mecha/aircraft): This massive and incredibly-durable unit has the ability to produce and house an entire complement of drones, which can be deployed regardless of whether the unit is grounded or airborne, though it can only produce more drones while grounded.
+0 / -0


AUrank4hundred
18 days ago
ebook available soon?
+2 / -0
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