Hi All,
It's been awhile since I've had a post like the one for train factory, so I figured perhaps I should brainstorm up another factory again.
I've had this one in my head for awhile - it's sort of a cross between high APM micro oriented control play and mobility that I have always wanted out of a factory, but doesn't really exist in base content (apart from maybe JJ).
It is most definitely half-baked, so provide feedback below please.
Phasebot (the time out factory)
(Phasing puts units into statis where they cannot be interacted with or interact with other units for x amount of time. They also cannot move, toggle fire states or options, and shield charge and cloak are disabled. Units who were phased cannot be phased again for 3 seconds.)
Ghost (constructor)
170 metal, 7.5bp
Manual Ability: phase out this unit for 5 seconds. (1 minute cooldown)
Enhanced: Phases out for 10 seconds instead.
Spirit (raider)
110 metal
Melee only chakram weapon that deals damage in a small circle around the Spirit.
Manual Ability: perform a small dash in one direction. (15 second cooldown)
Enhanced: Cooldown on dash reduced to 5 seconds.
Geist (riot/cc)
220 metal
Phases out a small circle area in front of the unit for 3 seconds.
Enhanced: Instead of phasing out the area in front, stun them with EMP and apply 50% slow instead.
Shade (anti-heavy skirm)
400 metal
Throws three blobs of white fire which burn enemy units for percentile max health damage over 4 seconds.
Enhanced: Throw 5 blobs instead.
Haunt (pseudo-assault)
550 metal
Haunts have no primary weapon.
Manual Ability: Throw a hook in a direction. The hook latches onto the first enemy unit or structure it hits, applying slow. While the hook stays connected, Haunt applies x capture damage a second to target. If the target can leave the range of the hook, the connection breaks. Targets captures are controlled permanently, not linked to the Haunt.
Enhanced: Instead of capturing targets, hitting a target with a hook phases them out for 5 seconds.
Purifier (firebomb)
400 Metal
Detonates setting an area ablaze, dealing damage.
Enhanced: In addition to dealing regular burn damage, applies slow.
Apparition (phasebomb)
500 Metal
Detonates, phasing a large area out for 10 seconds.
Enhanced: Gains the ability to jump a short distance.
Nightdeer (mobility damage mech)
3200 metal
The Nightdeer is the top-end unit of the factory, and has low HP but high mobility and an unorthodox control scheme.
Rather than having standard weaponry, the Nightdeer has 4 manual abilities. Each one of them has a unique cooldown.
1: Perform a long straight dash.
Enhanced: Replace the dash with an extremely quick JumpJet.
2: Perform a crescent slash, dealing low damage to all units around the Nightdeer.
Enhanced: Performs the slash an additional time.
3: Perform a long stab that vacuums in the first unit it hits, and deals damage to all units in the path.
Enhanced: Additionally stuns all units hit for 3 seconds.
4: Phase out for 10 seconds. While phased, heal for 2% max HP a second.
Enhanced: Phase out for 15 seconds instead.
Pyre (special structure)
600 metal
Unlike other factories, Phasebots have a building that only their constructors can build called the Pyre. While phasebot units are in range of the Pyre, they gain various enhancements at the cost of taking 2% health damage a second. The Pyre burns itself, has 300 HP and takes 30 HP/damage a second upon being built, dying after 10 seconds.
Thus, players should carefully consider whether or not to build this to support them during fights.