Pre-release Subfaction Design Ideas Thread
#221
Posted 02 September 2011 - 06:42 PM
The Supernova was another powerful Allied invention. The Soviets immidiately accused the Allies of copying the Rhino Tank, but that is a grave insult to the Supernova which has countless possibilities using an advanced upgrading system.
All upgrades have fairly low cost.
Supernova Standard:
Allegiance: Allies
Price Tag: Medium
Tech level: T2
- Rhino Tank stats but immune against mind-control -
Upgrade A
A 140mm AP Cannon has a longer range than the 120mm AP cannon, and is offcourse more powerful because of the larger caliber.
After a tank has been upgraded once, you can upgrade it again with one of the next upgrades.
Upgrade A I
A Comet Laser secondary weapon is more effective against infantry and structures than the main weapon.
Upgrade A II
More armor increases survivability.
You can also upgrade it differently.
Upgrade B
Main weapon upgraded to 140mm shotgun which is more effective against infantry and equally effective against vehicles and structures as the 120mm standard cannon.
Also a bit additional armor added because this shotgun weighs less than the 140mm cannon.
And then you can upgrade again with one of the next upgrades.
Upgrade B I
LAW Missile Launcher against air targets.
Upgrade B II
Adds a small bunker in front of the treads, so two soldiers can take place in this tank and lead fire from the inside with 20mm cannons against infantry and vehicles.
Note to MO team if they implement this: Probably use deploy-upgrade-undeploy logic to make this work properly.
#222
Posted 03 September 2011 - 03:21 AM
Supernova MBT
The Supernova was another powerful Allied invention. The Soviets immidiately accused the Allies of copying the Rhino Tank, but that is a grave insult to the Supernova which has countless possibilities using an advanced upgrading system.
All upgrades have fairly low cost.
Supernova Standard:
Allegiance: Allies
Price Tag: Medium
Tech level: T2
- Rhino Tank stats but immune against mind-control -
Upgrade A
A 140mm AP Cannon has a longer range than the 120mm AP cannon, and is offcourse more powerful because of the larger caliber.
After a tank has been upgraded once, you can upgrade it again with one of the next upgrades.
Upgrade A I
A Comet Laser secondary weapon is more effective against infantry and structures than the main weapon.
Upgrade A II
More armor increases survivability.
You can also upgrade it differently.
Upgrade B
Main weapon upgraded to 140mm shotgun which is more effective against infantry and equally effective against vehicles and structures as the 120mm standard cannon.
Also a bit additional armor added because this shotgun weighs less than the 140mm cannon.
And then you can upgrade again with one of the next upgrades.
Upgrade B I
LAW Missile Launcher against air targets.
Upgrade B II
Adds a small bunker in front of the treads, so two soldiers can take place in this tank and lead fire from the inside with 20mm cannons against infantry and vehicles.
Note to MO team if they implement this: Probably use deploy-upgrade-undeploy logic to make this work properly.
Cool! This is very good.
Tesla weaponry/reactor are now unavailable in China, China will have a small nuclear reactor which give a +300% power.
Edited by General Recon, 04 September 2011 - 12:04 PM.
Boom! I'm back, babies!
#223
Posted 05 September 2011 - 12:26 AM
Tier 3, High Price
While Psi-Corps attacked fortified bases head on with the enemy's troops, and Scorpion Cell avoided bases entirely, Epsilon HQ had no direct way of attacking an enemy base. So, after intense work, the Attrition Tank was developed. Large enough to run over enemy walls, the Attrition Tank can plow over the best-laid defenses and activate its EMP generator, disabling enemy defenses. Once an opening is created, Epsilon's armies can flood the base and take control. While powerful, the Attrition Tank has no formal weapons, so your attacking army should be near by. Also, and this should be common sense, infantry are immune to the Attrition Tank's EMP generator.
-------------------------------------------
Latin :: Coastal Assault/Defense (CA/D) Tank
Tier 2, Med Price
Having such large coastlines, the Latin Confederation found that Amphibious Transports were too slow to deploy troops around the battlefield in time to defend against surprise assaults. So their engineers developed the Coastal Assault/Defense Tank, or CA/D Tank for short. The CA/D Tank has hoverjets similar to an amphibious transport, allowing them to go across land or sea, making them perfect for rapid coastal defense or helping in sea-based attacks. While less armored than the Rhino Tank, the CA/D Tank has a longer-ranged, but weaker, gun and moves a bit faster than its cousin.
--------------------------------------------
PF :: Tortoise ACV (Amphibious Combat Vehicle)
Tier 3, Massive Price
Noticing that the allies in general have a deficiency of armoured units, the Pacific Front developed the Tortoise Tank. After realising that they had too many isolated landmasses to make a superheavy tank worthwile, they modified it to be an amphibious vehicle. Of course, the amount of hoverunits to make this behemoth float made the cost ridiculous. Most Pacific Front Commanders agree that it is worth it, though, as the Tortoise has room for nine infantry or three tanks, and firing ports to let them fight. The only weapon the Tortoise itself has is the GCA Firing Platform, which is a modified Grand Cannon that fires at massive ranges, with the minimum range at a surprising hundred-and-fifty feet (10 tiles). Of course, should the passengers be killed, the Tortoise would be utterly defenseless to attack, as the GCA Firing Platform is useless against anything mobile.
#224
Posted 05 September 2011 - 01:39 PM
#225
Posted 06 September 2011 - 03:45 AM
Supernova MBT
The Supernova was another powerful Allied invention. The Soviets immidiately accused the Allies of copying the Rhino Tank, but that is a grave insult to the Supernova which has countless possibilities using an advanced upgrading system.
All upgrades have fairly low cost.
Supernova Standard:
Allegiance: Allies
Price Tag: Medium
Tech level: T2
- Rhino Tank stats but immune against mind-control -
Upgrade A
A 140mm AP Cannon has a longer range than the 120mm AP cannon, and is offcourse more powerful because of the larger caliber.
After a tank has been upgraded once, you can upgrade it again with one of the next upgrades.
Upgrade A I
A Comet Laser secondary weapon is more effective against infantry and structures than the main weapon.
Upgrade A II
More armor increases survivability.
You can also upgrade it differently.
Upgrade B
Main weapon upgraded to 140mm shotgun which is more effective against infantry and equally effective against vehicles and structures as the 120mm standard cannon.
Also a bit additional armor added because this shotgun weighs less than the 140mm cannon.
And then you can upgrade again with one of the next upgrades.
Upgrade B I
LAW Missile Launcher against air targets.
Upgrade B II
Adds a small bunker in front of the treads, so two soldiers can take place in this tank and lead fire from the inside with 20mm cannons against infantry and vehicles.
Note to MO team if they implement this: Probably use deploy-upgrade-undeploy logic to make this work properly.
sounds similar to the overlord from generals
#226
Posted 08 September 2011 - 06:41 AM
Once of the powerful Anti-Air/Infantry unit in the Epsilon, these brutally monster are armed with a shrapnel shell cannon which is capable to turning aircraft into a scrap metal and turning infantry into a bloody mess with a shrapnel. It powerful cannon still need to be recharge for a while to re-launched, it AGE(Anti-grav Engine) make them amphibious to the water zone... Only masse of the vehicle can resist the powerful shrapnel cannon....
Available for: Epsilon HQ
Cost: 1750$
Preresquite: T3
Arnament: AA/Anti-infantry Shrapnel Cannon
Armor: Heavy
Speed: Fast
Movement: Anti-Grav
*Cancelled due to overpowerness*
Edited by General Recon, 09 September 2011 - 12:56 AM.
Boom! I'm back, babies!
#227
Posted 08 September 2011 - 11:32 AM
Overpowered: The Marauder is already extremely powerful and also a HQ unit - and the only true counter to this unit. Even worse, therefore, is the Marauder/Spectre combo which would be unbeatable.I'll post more restored-water state unit!
Spectre Heavy Tank
*BLAH*
#228
Posted 08 September 2011 - 11:46 AM
To you: Look like the upgrade from General..... Oh.... My idea isn't working in moment...
Boom! I'm back, babies!
#229
Posted 08 September 2011 - 01:27 PM
Yes, but aircraft have a hard time hitting babysitted Marauders.Aircraft vs. Marauder = Aircraft is the winner
To you: Look like the upgrade from General..... Oh.... My idea isn't working in moment...
Also, your unit cancel's out that weakness.
And yes, my unit has a bit in familiar with upgradable tanks (like the Overlord) but I never thought of the Overlord when I designed my unit. Actually, this unit has much more in common with MBT's like the Rhino than with the Overlord.
Edited by Aasgier, 08 September 2011 - 01:36 PM.
#230
Posted 09 September 2011 - 01:12 AM
The new soviet AT defense, this will be a powerful tier 3 missile launcher system. Armed with a EMP AT missile which is immobilize the unit and also damage unit too, however. It missile is lack of accurate so it may miss. You can upgrade with a laser guided missile to make the missile more accurate.
Available for: USSR
Cost: 1750$
Preresquite: T3
Weapon: EMP AT Missile
Upgrade: Laser Guided Missile
Molotov Trooper
He is armed with a molotov granade which is effective against infantry and structure due to splash damage, a en-masse of Molotov Trooper can bring the hell to you base. He also armed with a earplug to give more advantage against adept.
Available for: USSR
Cost: 500$
Preresquite: T2
Weapon: Molotov Granade Launcher
Armor: Flak
Speed: Jogging
Purpose: Anti-Infantry/Structure
Sabotage Tank
These dangerous unit are armed with a sabotage beam which can disable the building for a whiles, it powerful weapon cannon can halting the production unless it is was destroyed
Summary
Conyard: You will not able to build structure
Power Plant/Tesla Reactor/Bio Chamber: Power will shut down
Ore Refinery: Miner will not able to return to the refinery
Barrack: You will not able to train infantry
War Factory: You will not able to build unit
Radar Type Building: Radar will shut down
Airfield: You will not able to build aircraft and aircraft will crashed when order to return the airfield
Tech Center/Battle Lab/Research Lab: Player will not able to build Tier 3 unit/structure
Spy Sattelite: The sattelite will shut down.
Base Defense(Except one which don't use power) base defense will shut down.
Superweapon: Will halting the time of superweapon.
Available for: EA
Cost: 1750$
Preresquite: T3
Arnament: Sabotage Beam
Armor: Light
Good against: Building, defense
Weak against: Everything except building and defense
Speed: Fast
Purpose: Sabotage
Based from the Mooman's Immobilizer
EMP Airstrike
Calling the EMP bomber to drop the EMP bomb which is extreme lethal to aircraft and vehicle, however. The EMP charge don't stay to long so use them wisely.
Countdown: 6:00
Preresquite: T3
Terrorist Submarine
An a water version of Kamikaze, the submarine crew make the ultimate sacrifice; setting the engines to full and loaded with a nuclear engine and heading straight for an enemy target. The combination of speed and explosive charge, releasing the small nuclear mushroom and radiation on water surface!
Available for: LC
Cost: 1000$
Preresquite: Soviet Naval Yard, Radar Tower
Weapon: Nuclear Charge
Speed: Fast
Armor: Light
Purpose: Demolition
Maybe you could give Russia a MiG.
Edited by General Recon, 15 September 2011 - 11:03 AM.
Boom! I'm back, babies!
#231
Posted 19 September 2011 - 02:21 PM
Or by tech secret labs.
#232
Posted 21 September 2011 - 12:21 PM
Allied Building:
Robot Control Center
Cost: 1200$
Prerequisite: Radar Facility, War Factory
Role: Robot Maintaining, Strategy Implementing
I'm not going to go all poetic and stuff in here. I'll just explain the reason why i posted a Robot Control Center, something that is already in Yuri's Revenge. This particular Robot Control Center should unlock more varieties of robotic units. Or else, it's special capability would be pretty useless. It's similar to the Strategy Center from Generals: You can globally upgrade your units with 3 specializations: Firepower, Armor and Sight. But you can only activate one at a time, if you want to upgrade one of the other two, you'll have to resign from the one you already have. The Robot Control Center has the same role, but it only affects robotic units:
Shock and Awe
Role: Robot Offensive Strategy
Description: This strategy increases the firepower of all robots. It can be useful when you are assaulting the enemy. The robots will also deal a small amount of splash damage.
Reconnaissance
Role: Robot Scouting Strategy
Description: This strategy increases the sight range of robots and allows them to detect mirage cloaked and psi-illusion cloaked units. It goes hand in hand with the robot tanks' hover ability, turning them into efficient scouts.
Hold Positions
Role: Robot Defensive Strategy
Description: This strategy increases the armor of all robots. It's useful when your are protecting you base.
Hit and Run
Role: Robot Mobility Strategy
Description: This strategy increases the movement speed of all robots. The robots will go faster on water than on ground.
Soviet Support Power:
Conversion
Recharge Time: 5:00
Prerequisite: Service Depot
Role: Vehicle Converting
Description: Soviets always wanted to make use of damaged vehicles without spending too much money. The conversion power sprung as an idea to fill that role. A quite complicated science between the simple technology of the Soviets, it converts any Soviet vehicle into a squad of healthy Terror Drones. The amount of Terror Drones created depends on the cost of the unit. A single Terror Drone from Conversion would take 75% of it's original cost: 375$. If you are not getting what i mean, read this:
You use Conversion on a Rhino Tank. Rhino Tank costs 900$, a single converted Terror Drone needs 375$. 900$/375$=2 Terror Drones(150$ are left and wasted)
If you still don't get what i mean, ask me so i can explain it a little broader.
And btw, a Multigunner Pillbox would be sweet.
Edited by Jargalhurts, 21 September 2011 - 12:22 PM.
Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.
#233
Posted 25 September 2011 - 03:46 AM
Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.
#234
Posted 25 September 2011 - 03:47 AM
Guerilla Transport
Halftrack are don't blend well in the dense jungle of SA, LC has created the new transport which install the camo netting device. Guerilla Transport can carry 10 infantry and will firing from inside, instead of flak cannon. It armed with LMG to protect them against infantry and Gattling cannon against aircraft, a powerful engine give transport a great speed but sacrifricing armor. Watch out were the transport can give a dangerous surprise when reach you base.
Available for: LC
Preresquite: T2
Cost: 600$
Arnament: Light Machine Gun, Gattling Cannon
Speed: 8
Armor: Light
Hitpoint: 200
Passenger: 10(or 5 Terror Drone)
Purpose: Sneak Assault
Note: This DO not replace or remove the halftrack anyway, invisible to radar, reveal when attack
Guerilla Tank(Based from Nod Stealth Tank)
Look like Red army has stolen the Epsilon shadow tank and attempt to make very own one, by using the camo technology. Guerilla Tank is a cousin of Epsilon Shadow tank, instead of psionic repulsor. It armed with a AP missile, capable to punch hole in both armor and structure. A powerful engine give him a great speed but not sacrifricing armor, however. When it attack or damaged it camo-netting device may fail in working.
Available for: LC
Preresquite: T3
Cost: 1250$
Arnament: Heatseeker rocket pod
Speed: 8
Armor: Heavy
HP: 500
Purpose: Sneak Assault
Edited by General Recon, 25 September 2011 - 06:46 AM.
Boom! I'm back, babies!
#235
Posted 25 September 2011 - 04:34 AM
This used to be the most active thread in the MO forum. It's sad to see that everyone ran out of ideas.
except General Recon.
Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.
#236
Posted 25 September 2011 - 06:45 AM
This used to be the most active thread in the MO forum. It's sad to see that everyone ran out of ideas.
except General Recon.
You quoted youself?! lolz
Boom! I'm back, babies!
#238
Posted 28 September 2011 - 11:02 AM
Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.
#239
Posted 28 September 2011 - 11:47 AM
AS Discord server: https://discord.gg/7aM7Hm2
ComradeCrimson: AS is the product of Hungarian acid
ComradeCrimson: And magical hussars
Dutchygamer: and Weird Al.
#240
Posted 28 September 2011 - 02:01 PM
A counterpart of Railgun tower, Bionic tower fire a bionic inversion cannon, capable to turning infantry into gruesome death. However, it inflict damage is less than Epsilon old railgun tower. It it also damage tank too, but take only bit of damage.
Available for: SC
Cost: 1250$
Preresquite: Epsilon Barrack, Radar Dome
Arnament: Bionic Inversion Cannon
Armor: Steel
HP: 300
Note: Replace Railgun tower.
Boom! I'm back, babies!
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