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I'd prefer it if we had a game ending 60K unit like the one I made for my mod (flies, transforms into ground combat form, stupidly powerful dgun missile). This is because it's far more interactive a way of ending the game and can require a lot more thought and skill from the user.
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I'd prefer it if we had a game ending 60K unit like the one I made for my mod (flies, transforms into ground combat form, stupidly powerful dgun missile). This is because it's far more interactive a way of ending the game and can require a lot more thought and skill from the user.
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There's a variety of ways of making a game-ending unit, but they need to cause a lot critical damage fairly quickly while not having any easy counters, but still feeling like it's possible to delay the end or make life harder and even win if you properly break the enemy. They also need to be relatively "newby friendly" in that it shouldn't be easy to permanently lose them.
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There's a variety of ways of making a game-ending unit, but they need to cause a lot critical damage fairly quickly while not having any easy counters, but still feeling like it's possible to delay the end or make life harder and even win if you properly break the enemy. They also need to be relatively "newby friendly" in that it shouldn't be easy to permanently lose them.
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Some random ideas brainstormed:
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Some random ideas brainstormed:
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* A simple teleporting Detriment with a "home base" building that needs a ton of powering to teleport it around would count (it inevitably ends the game eventually unless you kill the "home" but has counterplay to delay the end by ambushing with ultimatums and armies to damage it into retreating or by pushing in and striking or stunning the teleporter).
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* A simple teleporting Detriment with a "home base" building that needs a ton of powering to teleport it around would count (it inevitably ends the game eventually unless you kill the "home" but has counterplay to delay the end by ambushing with ultimatums and armies to damage it into retreating or by pushing in and striking or stunning the teleporter).
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*
A
detri-level
resurrecting
mech
that
returns
to
larval
form
when
"destroyed"
which
will
rez
itself
against
after
a
bit.
Said
larval
form
being
invincible
(
and
stun
immunity!)
but
needs
take
less
than
X
damage
over
a
10
seconds
period
or
it
will
return
to
life.
Can
also
have
jump
and
modest
movement
speed
to
allow
it
to
inevitably
return
to
friendly
lines
but
be
delayable
by
good
play
and
cooperation
by
the
enemy
team.
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9 |
*
A
detri-level
resurrecting
mech
that
returns
to
larval
form
when
"destroyed"
which
will
rez
itself
against
after
a
bit.
Said
larval
form
being
invincible
(
and
stun
immune!)
but
needs
take
less
than
X
damage
over
a
10
seconds
period
or
it
will
return
to
life.
Can
also
have
jump
and
modest
movement
speed
to
allow
it
to
inevitably
return
to
friendly
lines
but
be
delayable
by
good
play
and
cooperation
by
the
enemy
team.
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* Basically my mod game ender but with respawn and modest nerfs: Giant supercloak (800e/s but can recloak under fire after, say, 7 seconds without firing) stealth plane with a big dgun bomb and modest ground lasers, transforms into a nasty ground mech. When destroyed can be respawned for cheap (e.g. 3k metal) by a "home base" building over a couple of minutes. Allows various bits of counterplay such as quick reacting air and AA to bring it down before it can recloak and ground forces to fight the mech, while still inevitably winning the game eventually if the base building isn't destroyed.
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* Basically my mod game ender but with respawn and modest nerfs: Giant supercloak (800e/s but can recloak under fire after, say, 7 seconds without firing) stealth plane with a big dgun bomb and modest ground lasers, transforms into a nasty ground mech. When destroyed can be respawned for cheap (e.g. 3k metal) by a "home base" building over a couple of minutes. Allows various bits of counterplay such as quick reacting air and AA to bring it down before it can recloak and ground forces to fight the mech, while still inevitably winning the game eventually if the base building isn't destroyed.
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* Super soldier serum building. Transform a given unit into a "supersoldier" version with boosts varying according to its cost (e.g. a glaive might get 100xhp, 10x regen, 2x speed, 10x dps, 2x range, while a cyclops would get a mere 10xhp, 2x speed, 2x damage, 0.5xreload, 1.5x range). Only one boosted unit allowed at a time (boosting a new one removes the boost of the old one). Destroying the building doesn't kill the supersoldier!
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* Super soldier serum building. Transform a given unit into a "supersoldier" version with boosts varying according to its cost (e.g. a glaive might get 100xhp, 10x regen, 2x speed, 10x dps, 2x range, while a cyclops would get a mere 10xhp, 2x speed, 2x damage, 0.5xreload, 1.5x range). Only one boosted unit allowed at a time (boosting a new one removes the boost of the old one). Destroying the building doesn't kill the supersoldier!
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Hmm...
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Hmm...
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Wonder if I should make a new thread for this?
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Wonder if I should make a new thread for this?
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I'd probably implement any of the above if I thought they had a good chance at getting merged.
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I'd probably implement any of the above if I thought they had a good chance at getting merged.
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