Pre-release Subfaction Design Ideas Thread
#261
Posted 09 October 2011 - 05:01 PM
IRC: #menthosogma (Rizon)
#262
Posted 09 October 2011 - 05:49 PM
Imho, the Eye in the Sky was one of the most pointless units in E:BFD what with being needlessly convoluted, but okay. I think it was suggested that something like this would be made possible in Ares, but it was shot down (pardon the pun) rather quickly.
Well the kamikaze planes have been a frequent phenomena in Ra2 mods, and there's not been much complaints there. This could work out in the way that the saboteur is armed with chaos gas death charge whereas the ship has a heavy explosives warhead. Also, the dropped crewmember was invincible in Emperor, this one could be aswell and it's falling speed rate could be increased.
Edited by Pepzi, 09 October 2011 - 06:16 PM.
#263
Posted 10 October 2011 - 03:29 PM
Anti-Virus
Recharge Time: 5:00
Prerequisite: ACHQ
Mind Control and Terror Drones are the two worst enemies of the Allies. They definitely needed a counter for it. And the Anti-Virus was born. The Anti-Virus is a wave of nanites that are created to protect vehicle and brain infections. The nanites forms a shield around the vehicle and protects them from any incoming Terror Drones or Mind Control waves. If the vehicle is already mind controlled or Terror Droned the nanites will clear the infection right away. But remember, the nanites don't last forever, they will perish after a few minutes.
Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.
#264
Posted 12 October 2011 - 02:58 PM
The European Alliance needed a powerful ship to go face-to-face with heavy units like Boomer Submarines. It wasn't initially decided if this had to be a submarine or surface vessel, and the European Alliance wrote out a contest where all ship-building factories could participate. During the contest, a Dutch, a Norwegian a Japanese and an Scottish building company worked together and developed an unorthodox, but very strong vessel armed with powerful anti-ship missiles capable of smashing all surface vessels with ease. It won the contest, and the Pacific Front had shown interest in this unit as well, and uses it in their ranks as well. The Americans rely on their aircraft carriers instead.
This vessel has something in common with a turtle and sea dragon mixture, with a very powerful shield covering the missile launchers and engines. Ahead of the shield, a long, just as heavily armored head sticks out, where most of the crew compartiments are and the torpedo tubes are located for anti-ship use. These torpedo's can be fired simultaneously with the missiles against surface vessels and can, unlike the missiles, target submarines as well. The missiles are capable of targeting structures and ships, but cannot target anything smaller like vehicles or infantry, making this unit fairly vulnerable against them once surfaced.
It is equipped with sensors so it can detect submerged submarines and target them with its torpedo's.
The engine runs on hydrogen acquired from the seawater around the vessel, which gives this vessel a greater endurance than a conventional engine without being as expensive and heat-generating as a fusion engine.
The armor covers the top of the vessel, and is about half a feet thick and made of a very complex layered structure proof against most smaller weapons and still fairly resistant against bigger weapons.
Allegiance: Both European Alliance and Pacific Front
Price Tag: High
Prerequisite: Tier 3
Primary Weapon: Twin "Sharkeater"-Missile Launchers
Secondary Weapon: 2× Torpedo Tubes
Movement: Submarine
Speed: Medium
Armor: Heavy
HP: High
Sight: High
Sensor sight: High
Notes: Cannot be mind-controlled, poisoned, damaged/killed by radiation, or grappled by Squids.
Purpose: Anti-ship, anti-submarine, siege
Edited by Aasgier, 12 October 2011 - 03:01 PM.
#265
Posted 13 October 2011 - 05:13 AM
#266
Posted 13 October 2011 - 12:01 PM
Boom! I'm back, babies!
#267
Posted 13 October 2011 - 04:53 PM
#268
Posted 13 October 2011 - 05:53 PM
Ah.. yes, I must admit it has more in common with the Boomer than I intended, but I would see it more as a heavy anti-ship unit, siege being only a secondary purpose (especially because the Sharkeater would use an AP warhead to further cement its anti-ship purpose, and not a HE warhead or a V3 warhead which are both quite weak against ships).A little much don't you think? It's like an Allied Boomer which is ridiculous. The Boomer is being removed as it is. I'd be up for an Allied Submarine of some kind though, but Submarines are probably left to the USSR and Epsilon.
#269
Posted 16 October 2011 - 05:07 AM
Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.
#270
Posted 22 October 2011 - 08:54 AM
- infiltrate buildings/bunkers occupied by infantry and kill them silently(Tanya does have this, but eventually get killed before reach full bunker). if it's too OP, maybe let dogs to be able occupy too -so building/bunker will become a detector
- give soviet spy ability to explode just like he does when dies, but by willing(deploy action) =wonderful way to sabotage groups of infantry or buildings(with few spies)
- give allied spy ability to shoot with a silent gun(one shot=one kill), but reload is like snipers default(so if dogs, he'll manage to kill only one), range is a bit more than some ordinary infantry(so it's easier to detect a "disordering unit" among own if no dog present) =basically he'll become an assassin.
i don't propose anything for epsilon 'cause much was removed from them(and i don't really know what are they like now) . and yet, if that ability from one of videos come true(when you send captured unit to grinder and it becomes available to build)- maybe epsilon grow to no need for their own spy.
#272
Posted 22 October 2011 - 11:54 AM
2) it does, but each time it detonates, i wish i could send spy to some group of infantry and boom!(but there is not always a dog near to "triger the bomb" )
3) but why not? currently soviet spy is my favorite 'cause even though by death he "takes his killer along" while american is worthless.
one more idea: currently it's not possible afaik, but maybe Ares will allow that = by infiltrating factory or barracks spy provides veterancy to own troops - that happens only once and there is no point sending spy to same building any more - what if spy that enters barracks/factory second time really steal units?(not copy! meant you acquire some unit, enemy loses and can't build any more)
#274
Posted 23 October 2011 - 03:27 AM
Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.
#275
Posted 23 October 2011 - 07:17 AM
Allied spies should be able to pass through walls as a special ability(with some Laser-Cutter device or a mini Chronosphere).
No, that is a horrible idea. Dogs shouldn't be the only thing that can stop spies when you aren't looking. I personally think that a Spy buff might be a good idea, but that is centrally not a good buff idea.
Edited by nuclearneo577, 23 October 2011 - 09:08 AM.
#276
Posted 23 October 2011 - 09:50 AM
#278
Posted 23 October 2011 - 01:17 PM
Edited by General Recon, 23 October 2011 - 01:18 PM.
Boom! I'm back, babies!
#280
Posted 23 October 2011 - 06:11 PM
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