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Draft: Fanmade unit lore

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I'm having fun making fanmade descriptions of the units and how they were developed, in no way related to the actual development. (Any similarities are a coincidence) I will make a separate post when I'm done, and this post will be forgotten.

NOTE: Separate post done, this post can be forgotten.



Here is what I have so far:

General knowledge


Rovers are the first drones, repurposed to quickly reclaim post-apocalyptic territory. Cheap and effective, a wonder of technology, looked down upon every other engineer.

Cloakbots are robots meant to replace human warfare, gone wrong. Borrow the same design with different weapons. Gains the same advantages as a human troop, and more, invalidating human intervention outside of command.

Tanks are a classic. Designed to take a beating and dish out heavy damage. Robotic crew allowed for tighter designs.

Ships are the first automated vehicle. Over time, grown stronger, but relatively unchanged. Made specifically for sea, to be able to house the clumsiest of guns.

Shields are a protectorate army gone wrong. Initially meant to reduce human losses, ended up being used to abuse power and strength with minimal losses. Appropriately renamed as thugs, down from defenders.

Spiders are designed for sieging the mountains. Preferred by monks, before being overrun.

Jumpbots are experimental weaponry. From flamethrowers to police units, from self-replicating drones to melee fighters. They were not made to be strong, but to confuse and surprise the enemy.

Hovers are revolutionary tech built for a niche. Meant to quickly surf the seas & terrorize islands, then get out, without getting damaged. Designed for blitzkrieg.

Amphs were made to assist in all situations, sea and desert, mountains and plains. Much of its tech is meant to support more specialized factories, from hulks to moblity.

Planes are made to assassinate key targets. Prolonged deployment is ill-advised.

Gunships are made for difficult terrain. They make best of mobility and speed. Some designs utilize high altitudes for increased performance.

Striders are experimental weaponry. Deployed by wealthy nations, they are meant to do a single task superbly.
Dante was designed to eliminate hives.
Scorpion was designed for assassinating targets.
Paladin was designed for general warfare.
Funnelweb was designed to assist general armies.
Detriment equips all the best tech, at the expense of absurd cost.
Ultimatum was designed to assassinate hefty targets.
Athena was designed as a general-purpose engineer and scout, for advanced warfare.

Environments


Land:
- Continents
- Rich islands
- Deserts
- Desolated lands
- Abundantly rich land
- Mountainscapes
- Chicken-infested lands
- Land of the Giants

Periods:
-Conquest
-Contest

Cloakbots (unfinished)


Glaives were designed to do everything a human soldier can do, but better. Instead of getting a cybernetically-enhanced cyborg, they got the full cybernetically-enhanced cybernetics. Glaive's intelligence was highly honed to be autonomous. The cybernetics were honed to ensure that glaives could be coordinated easily. Even better: When humans are effective 25% of the time, glaives are effective 100% of the time, and soon enough glaives overtook all battlefield. Their gears rusted over time, and only rarely do they get improvements, with the humans gone.

To deal with static defense, many propositions were made. Some engineers proposed rock-hurling weaponry, others suggested missile barrage. But the cloakbot engineers decided to borrow an ancient design and slap a rocket launcher on a glaive. Thus, the ronin was built. Unlike multiple similar designs, ronins are effective at retreating, a reason why many commanders prefer ronins above any other skirmisher.

When the conquest is over, and contest begins, heavy weaponry is in demand. Reavers borrowed an old design of light machine guns. Thanks to being more sturdy than a human, this beast does not bear one, but two LMGs. The amount of weight and ammunition makes the unit quite expensive, but well-worth the cost. It is cheap enough to be mass-produced, giving it an advantage over other "riot" unit designs.

To further inflate the cost of defenses, the "rock-hurling weaponry" has been implemented. Slings' ammunition is cheap. The reason why it causes so much damage is because of the velocity. And with advanced AI, the sling is mostly accurate; though... corruption in code has been reported.

To breach lines of defenses, a glaive design was given lots of armor. But just to make the design even better, they gave it a tesla gun that fries robotic circuitry. Lightning is fairly unpredictable, but it hits large targets consistently. Its slow movement means that the Knight can only be used at the frontlines.

Rovers (unfinished)


The scorcher proved to be both cheap and effective in small quantities, with its carcass being reused in future designs. It is the first designed vehicle for the wasteland environment. Earlier designs incorporated machine guns, before switching to heatrays. This made rovers more effective at taking out buildings. The heatray is also used often to scare the enemy from getting up close. The heatray, perhaps, is what makes the scorcher so cheap to field out, as even with little armor, it packs a strong heat. Seeing as different battlefields require different roles, different variations of chasis were built. Many units, such as fencers, ravagers, crashers, were optimized so that they can catch up to scorchers, as to abuse the scorcher's weapon.

Rovers needed a unit that can deal with static units fast and cheaply. Multiple designs were proposed, but they all proved way too expensive for their cost. After some thinking, they swapped Fencer's rocket launcher with homing missiles. Suddenly, fencers became a force to be reckoned with, stripping both turrets and entire armies alike. To deal with the fencer menace, many had to incorporate designs that made fencer's weaponary far less effective, but nonetheless menacing. Some improved armor, others used agility to reduce impact. Even now, fencers cause a lot of trouble, if an opposing unit cannot get close to it. And scorchers can ensure that the enemy will never wish to get too close.
Fencers raise their turret for better sight and range. It takes little time, but the light design makes the fencer unstable when it is deployed. This is a problem that deemed too hard to deal with, so they will always need to deploy to fire.

To further rebuild the land, during contest, rovers field out badgers Impalers to further humiliate opponent's any attempt at building any sort of solid defense at the frontlines. An impaler is a classical missile-powered artillery that is quick to deploy and fast to take out cheap defenses. If one isn't enough, add more. Since impaler was designed specifically for foes who build too many static defenses, impalers don't prove effective outside of its original goal; but more is unnecessary.

When the time of conquest is over, and the hour of contest is at hand, rovers can quickly field rippers, known to be both cheap and effective. Rippers are a modified scorcher with a cannon so big and powerful that it can mow down entire walls. However, the ripper is far less effective at taking down individual targets.
The ripper is best used as escort for badgers, impalers, dominatrixes, in order to not lose the speed advantage, nor to slow down faster designs.

If rovers need to ensure that the enemy does not pass a specific point, or if they need to slow down the opponent, they can field out badgers. Badgers were designed so that just a single vehicle can make terrain unpassable, if not deadly. In larger quantities, they can protect larger quantities of land. They are also quick to retreat.

If rovers need to quickly spot an enemy target, darts do the job. The darts are bikes with ridiculous speed and impressive sight range, meaning that they will spot any target before the target spots it. Don't use it for combat: Its health is too low.

To deal with heavy defenses, the scorcher design was given more armor. To further boost its mobility and strength in large quantities, it was given a plasma gun that arcs. This means the new design doesn't have to attack in a line. The ravager is effective at quickly breaching defenses, or taking out lone riot defenses, to let scorchers get behind enemy lines and cause even more havoc than before, stunning opponent's growth in the wasteland.
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Deleted because old post. AHHAHAH
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Tanks


The land is conquered, the battlefield contested. But you wish to break down the enemy's fort?
TANKS.
This medieval invention is full of primordial beasts.

LIKE MINOTAURS!
These bad boys have heavy armor that will make the enemy think they are immortal. (Note: they're not) Keep a huge army, and disregard them! You'll patch them back up anyway.

Need a battalion to retreat to? Say, "OGRES!"
Ogre might be fragile, but it makes up for it with devastating power! Few dare to face it up close! It's almost as if it was designed to protect the land with its mighty firepower.

Need to quickly catch raiders? No problem! Kodachis overwhelm any raider.

Are you tired of trying to burst down an enemy fortress? Use Emissaries! As a bonus, they can devastate any army foolish enough to try and protect the fort.

Do you wish to desolate the environment? Tremors have the power to destroy entire mountains! Literally!

Do you wish to overwhelm the enemy? Try Blitz tanks! A force that engages will have a hard time to disengage.

Do you wish to destroy key targets? Get a Cyclops.

Even the anti-air has guns as strong as a bodybuilder. So long as there's a path, there's a way.
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Gunships

Some units are very slow. This makes it hard to flank and ambush enemy units. While there are other fast units, and other planes, gunships are one of the most basic factories that give mobility.

All their units are designed to either ignore rough terrain, or to speed up unit travel. Hercules can give a quick retreat to heavy units, Charons can make repaired units quickly get back to the battlefield, Harpies can serve as envoy.

The units of the gunship factory were designed with experimentation in mind. Revenaunts can drop enough missiles to destroy a heavy tank in one volley, Krows are made to handle absurd beating, Nimbuses exploit high altitudes to make bullet streams gain range.

The Trident is an anti-air station that can protect your allied land from air invasions, for cheap.

Gnat is effective at immobilizing out-of-position units.

Blastwing is a cheap scout that dies to long...range... anti-air....

The gunship units are more fragile than regular units, so the commanders have to make sure that the improved mobility is worth it.
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6 months ago
Note to self: I might need to rewrite a lot of these, after I get to test out the theory-crafting, so that the little notes read like history more than like a manual after the rewrite.
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6 months ago

Miscellanious


Energy

Robots require energy for supplies, rather than raw meat or plant matter. But much like plant matter generates energy from the sun, and raw meat stores energy within, batteries help store the energy that solar panels get from sunlight. The energy is then used for construction and deconstruction.

But energy is gained from any form of radiation, any form of matter. When sun's powerhouse of energy strikes the earth, it causes wind to "radiate" movement, and this "radiation" can be used to create energy.

Furthermore, it is possible to make heavy metals radiate to create energy.

Even better if the metal is made from matter itself.

These ideas inspired engineers to create the most efficient of the world's energy production.



Solar panels have been designed to store a lot of energy. Because the solar panels are light, they can be easily covered with mass to add sandbag-like protection, while remaining cheap. The industry of the scarred world has even learned to use solar panels to create forest-like hinderance for the enemy, and cheap sensors allow to detect unwanted guests passing by the forests. Whenever solar panels are fielded amass, it's like a jungle that hears and sees everything, until burned to the ground.

But just like weed, there are far cheaper ways to generate energy. In the mountains, where trees fail, in the seas where the tides are always turbulent, Wind turbines clot the ground to use the movement to grind gears, producing sparks, for cheap. And just like weed, it is easy to get rid of, hard to stop from growing.

When the robotic husks gather enough metals, they can force those metals inside tiny boxes, causing the metal to radiate lots of energy. As the energy gets "squeezed" out of the metals, energy is released, using any heavy-enough metal. These Fusion Reactors make a far more efficient energy output, serving as the muscle of the army, and the trees of the forest.

If the land is safe, it is qualified for making the unsafe tool of compressing matter so hard that it starts corrupting everything around it.... But it also generates energy, enough to power cities. Singularity reactor is the heart of an army, the hive of the swarm. It's safe, so long as its bubble does not burst.

There are other ways to generate energy, but they are irrelevant. Geothermal generators are a straight upgrade to common energy production, and Advanced Geothermals are a straight upgrade to Singularity reactors.
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6 months ago

Intel

Furthermore, every unit emits radio waves to communicate. However, these radio waves can be detected through radio towers, even if they can't be intercepted. A specialized radiotower can even pinpoint a target's location.

Radars are the ears of the mechanized machines. The bigger the radar, the more expensive the radar, the greater the sight of the radar. Although the radio waves can be hidden, radars remain effective.
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6 months ago
To cause further havoc, there is the old invention called "Trinity." It is a ball of destruction: The land it hits is considered dead. Antinukes were devised to stop it. But all antinukes do is serve as another heart for a nation, this time it's a heart that defends the body from getting totally annihilated.
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6 months ago

Striders (land)

Striders have about two units: Athena, and Paladin. The rest are upgrades to the units, as the combat needs.

Athenas are a general-purpose engineer. They can quickly build up a blueprint made by another unit, finish a nanoframe, place a quick scouting radar dish at an important place, teleport a whole army by building a djin, scout the enemy with a widow, and more. If athenas prove to be very fragile, add funnelwebs. Their shield is effective at negating anti-air damage. Adding a funnelweb is a straight upgrade for athenas combat prowess.

Paladin should be treated like a hero unit. To make it deal better with small units, add a dante. To make it deal better with artillery, add a merlin or a scorpion. To give it better mobility, use athenas' djins. To provide covering ground, add small units to paladin's guard. Adding an iris (say, from an athena) can make the paladin cloaked. The possibilities are limited by imagination and game design. But the list doesn't end here!

In case you want to battle other striders, add an ultimatum. To give survivability to the paladin, add funnelweb.



Then, there is the Detriment. It is the more fun alternative to the superweapons.

I will talk about every other sea strider when the time is right.
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5 months ago

Planes

There are two types of airforce generals: The rogue, and the wizard. The strongest are both, the weakest are neither.



Thinking as a rogue, the plane factory has many tools for catching the opponent off-guard.

Swift can gather intel on a key position, quickly and cheaply diving into the enemy's base.

Owl can do the same, but from the safety of your base.

Raptor ensures that the enemy rogue cannot stay in the ally rogue's territory for long.

Magpie is an assassin that can take out key targets, but is cheap enough to field out on multiple missions, frequently.

Raven is the high level assassin that can destroy the heart of the opponent, with enough resources.

Odin is the engineer rogue, bearing breaching charges to take down heavy buildings, or distracting the opponent's defenses with chaff. Or it can ensure that a dead enemy does not rise up.

Additionally, the plane rogues are not only good at taking out "static" defenses or key targets.

Thunderbird is powerful enough to disable an entire army, so long as the opponent does not see it coming.

Phoenix can disrupt a raiding party, wounding it enough to be easily taken out by allied raiders.

Likho can explode an army that stands too close, even if it takes a beating.

To ensure that the enemy does not see the advance coming, the plane rogues have Sparrows that can cloak... though these sparrows can be made from radars alike, albeit slower.

After every attack, the plane rogues need some rests, so ensure that you have enough Airpads Tavern Inns to let them rest.

Remember: The rogue can only strike vulnerable positions. If the area is defended by anti-air police, it's cheaper to not even try. But good news: It is always cheaper to attack than to defend.



Thinking as a wizard, the plane factory has many spells.

Every wizard needs to know in order to act. They can make Advanced Radars as their magic tower, but they can also send birds to scout ahead. Swifts and Owls allow the wizard to see and prepare for his adventure.

To deal with single targets, the wizard can prepare a cantrip - Magpie. It acts like a magic missile, down to homing abilities and being very cheap.

To deal with bigger single targets, the wizard can prepare a fireball in the shape of a Phoenix.

To deal with even bigger groups, the wizard can cast nuke and send a Likho in their general direction!

To deal with entire armies, the wizard can cast lightning to disable the enemy! In other words, he can send a Thunderbird.

Additionally, the wizard can cast defensive spells using Odin. Or the wizard can strike a single target with a smite spell from a pack of Ravens. Or the wizard can use power word: kill on a static target, using the same Odin.

Unfortunately, not everyone loves wizards, so some people cast anti-magic fields using anti-air units. But wizards know this. Wizards have anti-air of their own. Such as the Sparrows, or to disable a certain zone for guaranteed, Raptors.

And yes, just like every wizard, he still dies to a stab wound. Therefore, he must be protected by anything that does not fly, methods other than magic.

Sometimes, the wizard can recharge a spell, if the bird that casted the spell survived the journey. Use Airpads to recharge the mana of the spell!


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5 months ago

Jumpbots

Jumpbots are a weird factory. Their blueprint unites all the weird and unusual technology into one, and practices them on the battlefield. Thus, they confuse both the enemy and yourself, an advantage to the one who knows the jumpbots.

Pyro experimented a long while ago by using flames against robots. Although iron does not combust, prolonged exposure to heat fries the circuitry of bots. Pyro's flame was designed by the original engineers to do just that. The pyro's simple design allowed it to be equipped with the utility tool that lets it quickly jump and skip distances, at the cost of slow speed. After prolonged warfare, the pyro proved just as potent in small quantities as the scorcher, if not more mobile.

Placeholder is an experimental tech, like the rest of the units, which utilizes a gravity anchor that immobilizes and concentrates enemy units. It allows for area of effect damage to be way more devastating, even if the explosion is far smaller. After prolonged warfare, placeholder proved to be the best tool for stopping assault unit advances, exclusive to the jumpbot factory.

Moderator is an experimental tech. It is a powerful skirmisher that fires a single shot, capable of invalidating a single unit. So long as there are more moderators than the raiders, moderators win. It is also effective at defending against planes, thanks to its burst hitscan weapon. Overall, it is a unique skirmisher that requires a different approach.

When the battlefield has "stabilized," jumpbots are capable of distabilizing it even more!

Jacks are designed as a moving wall of spikes. It destroys everything at close range, and it is hard to destroy. It is equipped with an experimental jump tech that lets it close distances or escape quickly. Thus, it perfectly draws the attention of the enemy, allowing the rest of the units to seed chaos unprovoked.

If that wasn't enough, jumpbots also have the Jugglenaut, which allows to quickly move mobile targets out of position, or throw them away like a piece of paper! It has all the upsides of a newton, down to anchoring planes. And if needed, it can jump away quickly! (Be warned: Jugglenaut is so fat that its jump can destroy units.)

The jumpbots have a unique artillery that spits fire, invalidating any raider units that get caught in the flame, called the Firewalker.

Because so many of jumpbots' weapons deal so little damage, they have the Skuttle, a cloaked bomb that sends a single unit to the shadow realm. And if that wasn't enough, it jumps. But it doesn't get decloaked as it jumps, likely due to its small size. Its blast size is only big enough to destroy one target, unless multiple targets are close together. Because skuttles are so unique, they aren't often deployed. But they have proven time and time to be the turning tide against heavy units an enemy can deploy.

For combat information about the skuttle, visit this page: https://zero-k.info/mediawiki/Skuttle

And for all the units that don't get destroyed by the skuttle, the factory has Puppies prepared. A Puppy is an armor-piercing mobile missile that is capable of replicating itself using metal remnants of other drones. A Puppy is cheap enough to deploy an army out of a devastated battlefield in sheer moments. A Puppy, my friend, is why we keep the battlefields clean of husks.

Ferocious.
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5 months ago

Spiders (unfinished)


Most factories disregard terrain. Their abilities either let them dodge obstacles, or to treat them as walls.

Spider factory is an exception.

When facing a map, the battlefield does not look like this: [image of a spider on a cliff]
It looks like this: [image of a spider on a cliff, but sideways]
(note to self: add image)

Even a small difference in height changes how the spiders work. A small hole lets a spider bot hide, a small hill gives a spider absurd range. A wall that a spider can pass cannot be passed by any other drone. In other words, spider commanders are druids.

Fleas serve as the eyes of the spider factory. They are as cheap as glitter, as nimble as mosquitos, as fast as dragon flies. They are as hard to detect as an ant in the grass. They allow spiders to prepare to face for anything, and they are the only fast drone the spiders have.

Venoms can easily defeat a group of drones. They can make ambushes by hiding behind cliffs, out of sight. They are one of the fastest riot units. They keep the spider land safe from invasions.

Recluses are the stars of the spider factory. They can dodge enemy fire if they're out of sight, while providing support fire of their own. In large enough quantities, they mow everything that approaches them, so long as they live.
(note to self: test if their range increases with height)

Once the land is secured, spiders have more tricks up their sleeves.

Redbacks dominate everything that faces them. Just like venoms, they can hide out of sight to ambush their prey.

Hermits are cheap enough to distract enemy fire, and force the enemy to move.
(note to self: test if their range increases with height)

Crabs are a walking fort. They are hard to reach, they are hard to break, their range increases with height. Their weapon deals massive damage to small and large targets alike. They rival desolators in their strength, and they're easy to deploy.

Furthermore, spiders never lose sight of their enemy, even in the later stages of a battlefield. Their Widows are the best spy one can produce.

Both Fleas and Widows can be produced by Athenas, fortunately: The spider factory's main purpose is to secure the land quickly, in a short amount of time. For that, they have drones made specifically for taking advantage of the land, with venoms, recluses, and fleas being especially useful early on, and crabs to secure the land in the later stages of the battle.

Now, some might wonder, "how does a big chunk of metal climb up cliffs?"
They're goats.
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5 months ago

Big Bertha


Big Bertha is a weapon that causes as much damage as the amount of land that is in its line of fire. However, it costs so much that the opposing factories will plan their attacks on the Bertha, guaranteed. Even if Bertha's damage is easy to block, it is not cheap to defend against.
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5 months ago

Amphbots

Amphbots are a versatile factory, best suited for a captain commander. Their units are designed to be easy to oversee, as they are guaranteed to deal damage even if they are sent blindly into the opponent. On top of that, amphbots have many mobility tools that improve the army as a whole.

Ducks are simple drones. Send them to battle, they get there quick. If they attack, they are guaranteed to wound.

Buoys are a ranged tank. They were designed for crushing depths, in and out of water.

Archers are a quick riot unit. They were designed to quickly expand the frontlines.

Bulkhead is an artillery piece that can deal with lotuses.

Scallops are a heavy riot unit. They were designed to destroy at close range.

Lobster is a special unit that allows for units to quickly engage and disengage with targets, and to ignore obstacles.



When the conquest is over, and contest begins, amphbots have the great Grizzly strider. The Grizzly is designed to create suppressive fire, and to last on the battlefield.

Limpets are designed to make an opposing army vulnerable, if it gets close enough. Note that it does not do friendly fire, so it is safe to carry in an army.

Djinn can be morphed from Amph bot's builder. They can let slow units get to any point quickly, reducing the defender's advantage of the opponent. They are not limited to the Amph bot factory, Athenas from the strider factory can build Djinns as well.

Amph bots perform similarly in the sea as they do on land, making them perfect for invasions, at any terrain.
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Speedrun.

Hovercrafts

Hovercrafts are a weird factory. It's not easy to turn a highly-mobile but fragile technology of hovering into a battle unit. Even when the technology to repel matter from earth was made, allowing for minimum friction and maximum speed, not many dared to utilize the technology. Except the hovercrafts engineers.

Hovercrafts use their speed to their advantage. They rely less on destroying the enemy, and more on destroying the enemy before getting destroyed. So, they use only the most deadly of technology for one-hit one-kill. In other words, hovercraft engineers focused less on balance and more on glass cannon shenanigans.

Dagger is simple: High-burst high-speed raider. If it deals enough damage to the enemy? Dart wins. Thus, commanders try to bunch darts in big groups to ensure they always deal enough damage to destroy the target with a single volley, to not give enemy enough time to fight back. However, there are times when a single Dagger was capable of destroying undefended targets: Its damage is not to be underestimated.

Scallop is a menace. No other skirmisher is as annoying to engage with scorchers as- Scallop fires a volley of homing, high-explosive missiles. They were designed to be effective against every army, fast enough to disengage, with range high enough that their rockets can destroy the enemy before the scallop has the chance to get away. That being said, its low range and low speed means it's not good against artillery. Scallop was designed to fight anything but artillery.

Claymore is effective at stopping big groups of cheap targets. There was not much thinking involved in its design. The engineers thought that it's neat to have a unit that doesn't trigger its own mines by stepping on them, and called it a day. (Note: The engineer that asked the mines to roll was promoted, so now the mines do.)

There is not much to say about Mace, other than that it's effective at holding concentrated positions. It still suffers scallop's problem: Low health, low speed, vulnerable to artillery.

Bolas are an alternative to daggers. Although Bolas are incapable of targetting underwater units, Bolas have a ridiculous damage output on anything it targets. If they outnumber the enemy, and if they get close, the target can't get out nor pose significant resistance, thanks to its paralyzing weapon. The weapon does not stun, but it was designed to jam the weapon and equipment of its target.



When the conquest is over, and contest begins, hovercrafts don't pose much threat alone.

Their Lance is, by far, the best artillery piece made by any engineer, because it is an artillery that focuses on destroying the enemy before it gets destroyed.

The second best unit, Halberd, is the best because it chooses when it gets to get destroyed, and when it does not get destroyed. And it chooses to get destroyed when it targets a vulnerable target. Which can be never. That's by design, the hover engineers do let commanders control an indestructible brick army. Just like a wall, although the bricks are low, Halberds can be effectively used to distract enemy fire.

Hovers hit hard and run fast. And when they run, they better have a better factory to rely on.
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5 months ago

Ships

The sea is amazing. Its waters allow for far bigger mass to travel for far cheaper. This was known for ages, and was exploited using Shipyards.

Ships were one of the first tech to use artificial intelligence: For navigation, for battle, for repairs. Ships benefit from autonomous crew the most. Thanks to the benefits of sea travel, ships are far more powerful than any other vehicle, with the exception of striders.

Cutter is the fastest scout ship.

Hunter is used to patrol friendly territory, warding off any invasions.

Sirens make the bulk of the army. They are designed to have no weaknesses.

Envoys are an artillery cruiser. Their weapon was designed to siege land from far distances, or to hit the enemy's ships first.

Corsairs are designed to quickly intervene against naval targets. They forgot their anti-submarine technology in a hurry.

Mistrals are designed to wear down floating targets, from a safe distance.

Seawolf dives beneath the water. It is the most effective attack ship, so long as it goes undetected.

Ships have one and single purpose: To make the opponent regret the time they set their robotic foot on the sea.
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5 months ago

Striders (naval)


Wouldn't it be cool if the ocean had heavy ships?

Striders have plenty of great tools for the naval combat. The Athenas are still useful, and so are Ultimatums, they remain barely changed. The only major difference in athenas is that they can only build Halberds, Aspis, Iris? Djinn, and Ultimatums.

Limited to the naval battle, Shoguns are designed to barrage the opposing ships with overwhelming power, and to besiege the land. It outranges any naval artillery. (Note: Envoys still deal more damage per miserable cost, motivating the naval army to destroy envoys before they get close)

A Reef... has been repurposed over the years. Its drones have been repurposed to capture enemy units. However, the drones are as fragile as glass. A Reef can, theoretically, restock plane units. And a Reef stockpiles disarm missiles. The disarm missile can, theoretically, allow to capture high-value targets, if they go too deep into the enemy territory (Test if reef can capture underwater units). The Reef is yet to show effectiveness on the battlefield, and it remains in the testing stage.

Detriment can assault the ground when no naval ship is capable. Detriment dominates anything that faces the Detriment in a fair fight. It was designed to bring a battle to a close with overwhelming firepower.

Ultimatums can destroy high-value ship targets, and they act as submarines. As a nice bonus, they're a cheap strider that can attack the land. They weren't meant for the sea, but manage to function at sea as well as they do on land.
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