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Pre-release Subfaction Design Ideas Thread


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#621 Traumaticid

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Posted 18 September 2012 - 05:38 PM

well, Black is Kremlin's I guess? xD

#622 Speeder

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Posted 18 September 2012 - 05:48 PM

No, the thing is that text in this color is invisible (superweapon timer, loading messages etc).

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#623 Traumaticid

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Posted 18 September 2012 - 11:27 PM

No, the thing is that text in this color is invisible (superweapon timer, loading messages etc).


o.o How it could be invis when using black color..? Oh well, I dunno how the code works so I just put my faith in you, Speeder ;D
Hope there's no Rainbow color xDD

Polar Tank

Sub-Faction: Pacific Front
Tech: T2
Pre-requisite: War Factory, Tech Center, ACHQ
Weapon: Provoke
Range: 7
Armor: Heavy
Speed: 4
Purpose: Tanker
Cost: 1700

Description:
This tank uses the thickest layer of the hardest steel for their armor. Equipped with anti-EMP, anti-mind control, and cannot be hijacked. This tank has no offensive weapon, but it has the capability to provoke units who gets in his range, making them only attacking the Polar Tank. It cannot give damage, but it has a very huge hitpoints and huge defense to absorb tons of damage. It's purpose in battlefield is for sacrifice in front-line, making them targeted first and thus let the offensive tanks behind them slaughter the incoming enemy units with no worries of getting targeted.



Tesla Vortex

Sub-Faction: USSR
Tech: T2
Pre-requisite: War Factory, Radar Tower, Tesla Tower, Tesla Tank, Tesla Trooper
Weapon: Electro-zone
Range: 12x12
Armor: Medium
Speed: 5
Purpose: Support
Cost: 1600

Description:
This tank injects other friendly tanks in-range with tesla power, allowing them to give additional tesla damage in each of their attacks. Problem is, this tank should not use when there's only 1-3 units in-range, and more than 5 units in-range. If, less or equal to 3 in-range, then the tank affected by Tesla Vortex will receive damage over time because too much receiving electro power. If more than 5 units in-range, then no effects applied since the Tesla Vortex power doesn't have enough power to supply all tanks in its range.


EDIT: AAAAAHH IS IT BECAUSE THE TEXT WILL BLEND WITH SHROUD COLOR AND BACKGROUND LOADING SCREEN COLOR?! XDD

Edited by Traumaticid, 18 September 2012 - 11:33 PM.


#624 Black/Brunez

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Posted 19 September 2012 - 02:39 AM

Polar Tank


Not sure if it´s codable. But BattleFortresses can already absorv loads of hits :p

Tesla Vortex


Russia already has Overcharge support power.

#625 Atomic_Noodles

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Posted 19 September 2012 - 03:06 AM

Pacific Front already have Skyray Cannons (AA Ice Beams)

China already has a Nuclear Cannon Tank...

Bicubic is too silly for MO and sorta feels somewhat redundant

Scorpion Cell has the Tyrant which spews acid machine gun...

Burial Device is redundant... also too imbalanced.

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#626 Traumaticid

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Posted 19 September 2012 - 04:38 AM

Paralytic

Sub-Faction: European Alliance
Tech: T2
Pre-requisite: War Factory, Tech Center, ACHQ
Weapon: Reductor Beam
Range: 9
Armor: Light
Speed: 5
Purpose: Support
Cost: 1300

Description:
This tank reduce other unit's size to 50% of the original, effectively decreasing their armor, speed and weapon damage by 50%. The beam re-form the particle of the target, even though the basic material still the same, the value is decreased, alot. This effect only active for 15 seconds and cannot be used again on the same target. Cannot be used on infantry since the beam only affect metal not flesh. Cannot be used against structures.

#627 Jargalhurts

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Posted 19 September 2012 - 01:37 PM

Paralytic

Sub-Faction: European Alliance
Tech: T2
Pre-requisite: War Factory, Tech Center, ACHQ
Weapon: Reductor Beam
Range: 9
Armor: Light
Speed: 5
Purpose: Support
Cost: 1300

Description:
This tank reduce other unit's size to 50% of the original, effectively decreasing their armor, speed and weapon damage by 50%. The beam re-form the particle of the target, even though the basic material still the same, the value is decreased, alot. This effect only active for 15 seconds and cannot be used again on the same target. Cannot be used on infantry since the beam only affect metal not flesh. Cannot be used against structures.


This is just absolutely impossible. I'd say you and Petya are trying too hard.

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#628 Petya

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Posted 19 September 2012 - 01:53 PM

Siren
Faction: Epsilon, PsiCorps
Requires: Epsilon War Factory, Epsilon Battle Lab
Weapon: Giga Speakers
Purpose: Anti-Infantry, Anti-Structure Siege
Range: 6
Armor: Light
Speed: 4
Cost: 2000

Description:
This device uses the power of the sound. Yuri knows, that their enemies are underestimate his knowledge, he created the Siren. The speakers makes a very loud sound, which destroys the mind of the infantries and structures. Of course, tanks takes little damage from her, because of their massive structure.

#629 Black/Brunez

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Posted 19 September 2012 - 02:05 PM

Siren


Don´t you know about USA´s Basswave? :p

#630 Traumaticid

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Posted 19 September 2012 - 02:59 PM

Paralytic

Sub-Faction: European Alliance
Tech: T2
Pre-requisite: War Factory, Tech Center, ACHQ
Weapon: Reductor Beam
Range: 9
Armor: Light
Speed: 5
Purpose: Support
Cost: 1300

Description:
This tank reduce other unit's size to 50% of the original, effectively decreasing their armor, speed and weapon damage by 50%. The beam re-form the particle of the target, even though the basic material still the same, the value is decreased, alot. This effect only active for 15 seconds and cannot be used again on the same target. Cannot be used on infantry since the beam only affect metal not flesh. Cannot be used against structures.


This is just absolutely impossible. I'd say you and Petya are trying too hard.


Like I said be4, I just submit what idea pop out in my head, regardless of the possibility, since I dont know about how Ares code work :(

#631 Petya

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Posted 19 September 2012 - 03:50 PM

Eel
Faction: USSR
Requires: Soviet Naval Shipyard
Purpose: Anti-Ship Submarine
Weapon: Lesser Tesla Coil (x2)
Range:6
Armor:Heavy
Speed:4
Cost:1200

Additional information:
-Can detect cloaked and submerged units.
-Driver cannot be killed.
-Cannot be hijacked.
-This unit replaces Typhoon Attack Submarine

Description:
The submarines of the USSR was always fearful and they improved with tesla coils. These submarines don't use torpedoes, they use 2 lesser tesla coils, which is not as powerful as the original tesla coil, but will still keep the enemy under pressure.

Edited by Petya, 19 September 2012 - 03:51 PM.


#632 Atomic_Noodles

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Posted 20 September 2012 - 04:31 AM

So basically its the Stingray from Red Alert 3 but as a Submarine?

And the Soviet & Allied Navy are finalized already.

If you want to find something you could find some ideas for Epsilon Navy.

Edited by Atomic_Noodles, 20 September 2012 - 07:45 AM.

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#633 lovalmidas

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Posted 20 September 2012 - 10:38 AM

So basically its the Stingray from Red Alert 3 but as a Submarine?

And the Soviet & Allied Navy are finalized already.

If you want to find something you could find some ideas for Epsilon Navy.


I wouldn't fire down ideas just because the respective side's navy is 'finalized'. I think the Stingray-like idea is at least decent because the tesla weapon makes me think of incorporating EMP effects, and no ship so far uses EMP (the closest to EMP on water is the Chinese Dragonfly, and that isn't even strictly naval). Sounds like a decent T3 ship killer.

Although I wouldn't stick this weapon to a sub, let alone the basic T1 sub. Water conducts electricity, making fully submerged tesla weapons useless and such. But well, this is RA2 world... :D

I am still trying to figure out what kind of 'magic' the Epsilon is using, and I can only hope our two recent brainstormers can figure it out before I do. :p

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#634 Petya

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Posted 20 September 2012 - 04:46 PM

Medusa Submarine
Faction: PsiCorps
Requires: Epsilon Naval Shipyard, Epsilon Battle Lab
Weapon: Mind-Controlling device (can control 3 unit at once, but can be overloaded)
Purpose: Mind-Control Support
Range: 4
Armor: Medium
Speed: 4
Cost:2100

Additional Information:
-Cannot be Mind-Controlled.
-Can detect cloaked and submerged units (sensors range 4).

Description:
The epsilon scientist created a submarine with the infamous Mind-Control tech. The unit can safely capture enemy ships, while they remain undetected. The submarine is very slow and expensive, so you shouldn't rush into a big army of a ships with it.

Styx Cruiser
Faction: Headquarters
Requires: Epsilon Naval Shipyard, Epsilon Radar Dome
Weapon: Railgun Tubes (x2)
Purpose: Advanced Anti-Ship
Range: 6
Armor: Heavy
Speed: 7
Cost: 1900

Additional Information
-Can attack only water-bound enemies.
-Can detect cloaked and submerged units (sensors range 5)

Description:
This is the most decent ship in the Headquarter's navy. The ship is armed with 2 Railgun tubes, which is deadly against other ships and submarines, but can attack only water-bound structures and enemies, since the Railguns are attached to the bottom of the ship. Of course, it looks like an overpowered naval unit, however it cannot submerge and more vulnerable to units from the ground and aircrafts, since it cannot attack them.

Edited by Petya, 20 September 2012 - 06:07 PM.


#635 Traumaticid

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Posted 22 September 2012 - 11:54 PM

Gigant Tower

Sub-Faction: China
Tech: Defense Structure
Pre-requisite: War Factory, Chinese Science Lab, Radar Tower
Weapon: 7x5 Missile Pack
Range: 8
Armor: Defense Structure
Purpose: Anti-Armor
Cost: 1750

Description:
This defense structure shoots endless missiles toward it's target. The missiles launched are not homing (like Speeder's missile when Elite). It's almost no delay in each shot, though the damage is reduced (a little more powerful version of Mist Missile). The missiles used are Ground-to-Ground type, so it cannot attack aircrafts.

Edited by Traumaticid, 22 September 2012 - 11:54 PM.


#636 Petya

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Posted 24 September 2012 - 01:47 PM

Paramedic Tank
Faction: Scorpion Cell
Requires: Epsilon War Factory, Epsilon Radar Dome
Weapon: Syringe Gun (x2), Medical and Repair Equipments
Purpose: Light Anti-Infantry, Healing Support
Armor: Light
Speed: 5
Range:
Guns: 6
Medical and Repair System: 4
Cost:950

Additional Information:
- Immune to poison
- Immune to radiation
- Automatically repairs itself
- Cannot become elit

Description:
Spamming the enemy is a good thing, but the survivor units are usually in bad condition, both infantry and tanks. The Paramedic Tank is a mobile hospital and service station, which is able to heal infantries and repair vehicles within the range. The healing rate isn't very fast but it isn's slow either. Also this tank is armed with 2 sinister guns, which fires used syringes. This disgusting method deals light damage to infantry, but almost 0 to vehicles

Siren (new)
Faction: PsiCorps
Requires: Epsilon War Factory, Epsilon Battle Lab
Weapon: Speakers
Purpose: Permanent Mind-Control
Armor: Light
Speed: 6
Range: 4
Cost: 1850

Additional Information
- Immune to mind-control
- Able to recapture mind-controlled units (if it's possible), BUT cannot capture friendly units

Description:
The power of sound used as a weapon by the Allies, however Yuri discovered that the concentrated, high-pitched voice can manipulate the brain. This procedure is much slower, but more efficient, since this type of mind-control cannot be breaked, only by another Siren. Also the victim gets paralyzed if the Siren shows her voice to him/her, so he/she can be saved, before her voice totally makes them insane. Another disadvantage, that the Siren can attack one unit at a time and the paralysis wears off immediately, if she ceases the attack.

Edited by Petya, 24 September 2012 - 01:50 PM.


#637 Traumaticid

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Posted 24 September 2012 - 09:07 PM

Eel
Faction: USSR
Requires: Soviet Naval Shipyard
Purpose: Anti-Ship Submarine
Weapon: Lesser Tesla Coil (x2)
Range:6
Armor:Heavy
Speed:4
Cost:1200

Additional information:
-Can detect cloaked and submerged units.
-Driver cannot be killed.
-Cannot be hijacked.
-This unit replaces Typhoon Attack Submarine

Description:
The submarines of the USSR was always fearful and they improved with tesla coils. These submarines don't use torpedoes, they use 2 lesser tesla coils, which is not as powerful as the original tesla coil, but will still keep the enemy under pressure.


Just adding an idea:

The Eel's range is quite far, reaching 24 at max. This happen to be possible due to water normally conducts electricity. But, the farther the range when shooting electricity, the more the damage reduced. At 24, it almost does no harm in T2 Ships. With the logic of water conducts electricity, it comes with another advantage, the electricity bounces from one to another target nearby (around 10x10 tiles) with reduced damage per bounce. Since electricity can find its way in water to its target freely, it's not required to shoot the electricity in a straight line, the electricity will find its own way to the target if blocked by shore or other obstacles. Note that Eel is shooting electricity in the water, not like Stingray which I believe shooting electricity above the water.

Increase price to 1600, lower armor to medium/light, increase speed to 5.


Tesla Coil

Description:
Able to deploy now. If deployed, it's height increased, allowing it to reach farther target with reduced firepower. When deployed, range +4, Firepower decreased, Firerate increased, armor decreased, power -45 more.

#638 Malekron

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Posted 28 September 2012 - 01:52 AM

Just wondering will the Iron Fist be featured in MO 3.0 as a stolen tech after a Saboteur enters a Soviet con yard?

#639 Petya

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Posted 28 September 2012 - 01:31 PM

Chimera
Faction: Epsilon
Requires: Infiltration of an Epsilon ConYard
Weapon: Cloaking Device
Purpose: Cloaking Support
Range: 6
Armor: Light
Speed: 5
Cost: 1750

Description:
The Chimera Core in mobile form. This unit becomes available, after infiltrated an Epsilon ConYard. Like the Chimera Core, this unit cloaks every unit within it's range, however the cloak breaks if the cloaked units perform an attack. Unlike the Chimera Core, this unit cloaks itself too.

Doom Submarine
Faction: Scorpion Cell
Requires: Epsilon Naval Shipyard
Weapon: Small Torpedo Tubes (x2), Toxic Explosives
Purpose: Anti-Ship, Light Sacrifice-Bomber
Range: 5
Blast Radius: 5
Armor: Medium
Speed: 9
Cost: 600

Additional Information:
-Able to detect cloaked and submerged units

Descripton:
These little submarines armed with small torpedo tubes, which fire light torpedoes. These torpedoes aren't very efficient against other ships, but they have an unique ability. Each submarine are armed with various toxic explosives, so if they get destroyed, they explode violently in a small radius, which does medium damage.

Alkoxide
Faction: Scorpion Cell
Requires: Epsilon Battle Lab
Weapon: NaNH2 (sodium-amide) sprayers (x2)
Purpose: Light Anti-Infantry, Anti-Armor
Range: 4
Armor: Heavy
Speed: 5
Cost: 1400

Description:
Yuri found out, how to store suberbases, the most powerful version of the opposite of the acids, so it became a threat against tank armor. While acid deals more damage against infantry, superbases are very good against armored vehicles. These units deal average damage against infantry.

#640 Petya

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Posted 28 September 2012 - 08:20 PM

Tsar Cannon
Faction: Epsilon
Requires: Infiltration of an Epsilon ConYard
Weapon: 890mm Gauss Cannon
Purpose: Siege
Range: 23
Armor: Heavy
Speed: 4
Cost: 2200

Description:
The Tsar Cannon was made by the Russians, but it was never used. When Yuri worked for the Russians, he started to design a remake of the Tsar Cannon, however these bluprints lost in the depths of the Epsilon library. The Tsar Cannon has a minimum range.




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