- Joined
- May 20, 2008
- Messages
- 433
The God's Will
*Previously known as Island Ruler Idea*
I came up with this idea awhile ago, but I lacked the skills to make it. Read the "NOTES" section at the bottom for more info.
The idea is here anyways. +rep if you like it.
The God's Will
Gameplay:
Though the basis of this post is for 1 player, it is intended that it be for up to 6 players (I would say more, but in order to keep the game functional, 6 must be cpu's).
There is a group of people that crashed on a desert island. You, being one of 6 God's that war over the island, have seen them. The major element here is: YOU ARE THE GOD, NOT THE ACTUAL UNITS.
The group is controlled by AI (and will now be known as the AI). They will build a shelter, mine gold, cut trees, and build a base. They will also go out and attack the other groups, if any.
The Gods are controlled by each player (and will now be known as YOU). You get to use an assortment of abilities to achieve an overall goal depending on the game mode. It can be from helping your group to destroying them to screwing with them to waste time.
There are many key elements included in this:
-Animals: You control the animals. In fact, you summon the animals. they are your units. They could go on a suicidal attack, or sneak into the AI's base and do some real damage.
-Weather: While playing on certain game-modes, you can change the weather. From floods to ice storms to heat waves, you can cause chaos.
-Misc Abilities: Direct damage, or the closest you can get. You can cause goldmines to double in capacity, or half. You can send termites to ruin structures, cause fires, or infect units with zombies disease.
The only thing you can't do to them is force them to worship you. yeah, it sucks for you.
Game types:
The game would feature many different gametypes. At the start of the game, red would choose what gametypes, and then the game would start accordingly. Some Ideas:
-Free Play
No objective, just let the group survive and you won't lose. An option is given for how many groups you want (1-6 groups).
-Group Command (single player only)
There are multiple groups (option given from 2-6), and you are in favor of 1. You must ensure your group is the sole survivor on the island. Your AI must destroy a building that you cannot harm/destroy. The enemy groups are superior against yours, so you must interfere.
-Rescue
You must stop the group from surviving until rescue arrives (~7 minutes, with replay capabilities and difficulty levels). Abilities replaced with animal attacks, diseases...etc but with severe cooldown times.
-Survival
You must kill your group as quickly as you can. The group is given a 1 minute head start, and 3 additional minutes before you can attack them (but you can spawn units). Groups start with 2 tier 3 vehicles and 5 tier 2 infantry, and superior units (better then normal).
-FFA [Default Multiplayer option]
Basically Group Command, but each player has a group that he/she wants to win. Abilities come with long cooldown times, and weather is not controlled by players.
-Teams
Same as FFA, but you can ally with other players. The game ends when there is only 1 team left on the map (however many groups are part of that team).
Abilities:
AI Structures
AI Units
Note: A map is underway. However, it will only be continued if there are enough people interested with enough skills to take on this task. If interested, PM me or post here (preferably post). A terrain is underway, though a terrainer is welcome to create a new one.
Ideas for this?
I like this idea enough to update it once in awhile (out of boredom mostly). If you have something you want to see in this, then post it.
*Previously known as Island Ruler Idea*
I came up with this idea awhile ago, but I lacked the skills to make it. Read the "NOTES" section at the bottom for more info.
The idea is here anyways. +rep if you like it.
The God's Will
Gameplay:
Though the basis of this post is for 1 player, it is intended that it be for up to 6 players (I would say more, but in order to keep the game functional, 6 must be cpu's).
There is a group of people that crashed on a desert island. You, being one of 6 God's that war over the island, have seen them. The major element here is: YOU ARE THE GOD, NOT THE ACTUAL UNITS.
The group is controlled by AI (and will now be known as the AI). They will build a shelter, mine gold, cut trees, and build a base. They will also go out and attack the other groups, if any.
The Gods are controlled by each player (and will now be known as YOU). You get to use an assortment of abilities to achieve an overall goal depending on the game mode. It can be from helping your group to destroying them to screwing with them to waste time.
There are many key elements included in this:
-Animals: You control the animals. In fact, you summon the animals. they are your units. They could go on a suicidal attack, or sneak into the AI's base and do some real damage.
-Weather: While playing on certain game-modes, you can change the weather. From floods to ice storms to heat waves, you can cause chaos.
-Misc Abilities: Direct damage, or the closest you can get. You can cause goldmines to double in capacity, or half. You can send termites to ruin structures, cause fires, or infect units with zombies disease.
The only thing you can't do to them is force them to worship you. yeah, it sucks for you.
Game types:
The game would feature many different gametypes. At the start of the game, red would choose what gametypes, and then the game would start accordingly. Some Ideas:
-Free Play
No objective, just let the group survive and you won't lose. An option is given for how many groups you want (1-6 groups).
-Group Command (single player only)
There are multiple groups (option given from 2-6), and you are in favor of 1. You must ensure your group is the sole survivor on the island. Your AI must destroy a building that you cannot harm/destroy. The enemy groups are superior against yours, so you must interfere.
-Rescue
You must stop the group from surviving until rescue arrives (~7 minutes, with replay capabilities and difficulty levels). Abilities replaced with animal attacks, diseases...etc but with severe cooldown times.
-Survival
You must kill your group as quickly as you can. The group is given a 1 minute head start, and 3 additional minutes before you can attack them (but you can spawn units). Groups start with 2 tier 3 vehicles and 5 tier 2 infantry, and superior units (better then normal).
-FFA [Default Multiplayer option]
Basically Group Command, but each player has a group that he/she wants to win. Abilities come with long cooldown times, and weather is not controlled by players.
-Teams
Same as FFA, but you can ally with other players. The game ends when there is only 1 team left on the map (however many groups are part of that team).
Abilities:
---
Summons
---
Note: Animals cannot be summoned close/inside a group's camp
Golem Attack:
Targets: [Summon]
Cooldown: High
Description: Summons a Rock Golem for player.
unit Description: High health, high attack, slow movement.
Snake Infestation:
Targets: [Summon]
Cooldown: High
Description: Summons 5 snakes. The snakes thieves items from the closest group, and piles them where they spawned. Unit is not controlled by player. Scares nearby units away (not mechanical).
unit Description: Fast and weak, no attack.
Summon Quilbeast:
Targets: [Summon]
Cooldown: Normal
Description: Creates a Quilbeast for the player.
unit Description: Fast, medium health/attack. Starts off with "Hide" (modified Shadowmeld). Good distraction/harassment unit.
Summon Pirates:
Targets: [Summon]
Cooldown: Severe
Description: Creates 5 bandits at location for player,
unit Description: Medium health/attack/speed. 20% chance to steal item from attacked unit.
Decoy:
Targets: Water
Cooldown: High
Description: Creates a ship for player.
unit Description: A decoy ship that attracts all group-owned units towards it. No attack. The unit to use for distractions or ambushes. Low HP, normal speed.
Zombie:
Targets: [Summon]
Cooldown: Severe
Description: Summons 2 zombies for player.
unit Description: Mid health, low attack, slow speed. 70% chance to infect attacked units (loose health, turns into zombie when dies).
---
Elements
---
Freeze:
Targets: Units
Cooldown: Low
Description: Freezes a targeted unit. unit cannot move, attack, harvest or anything for 15 seconds.
Disabled When: Heat waves melt unit and disable ability. If frozen unit is a target of fire, or within fire range, unit will melt.
Fire:
Targets: Buildings, units, ground
Cooldown: Low
Description: Catches ground/building/unit on fire. Deals damage to nearby units. Units caught on fire have 75% chance to catch nearby units aswell.
Disabled When: Snow weather. Rain puts out fire.
Rock Pillar:
Targets: Units
Cooldown: Low
Description: Launches the unit/nearby units into the air, halving their health, and stunning them.
Disabled When: N/A
---
Group Affecting
---
Break:
Targets: Buildings
Cooldown: Mid
Description: Targeted buildings takes damage overtime. If health reaches 0, building is destroyed.
Disabled When: Building is repaired by a worker (to any higher health).
Collapse:
Targets: Goldmine
Cooldown: High
Description: Halves the gold inside targeted goldmine.
Disabled When: N/A
Gold Rush:
Targets: Goldmine
Cooldown: None
Description: Triples the gold inside targeted goldmine.
Disabled When: N/A
Infest:
Targets: Buildings
Cooldown: High
Description: Building is given to Neutral Hostiles (so it is an enemy to everything). Building takes damage overtime until collapse.
Disabled When: Targeted Tents, town halls, War Hut (Cannot target)
---
Diseases
---
Rust:
Targets: Mechanical units
Cooldown: Mid
Description: Causes 7 damage/second to targeted unit. Will die eventually.
Disabled When: Unit is repaired to 100 hp.
Cold (Sickness):
Targets: Organic Units
Cooldown: Mid
Description: Targeted unit is slowed and looses 1HP/Second. 25% chance that any nearby unit will catch the cold. Lasts anywhere from 30-120 seconds.
Disabled When: N/A
Infect:
Targets: Organic units
Cooldown: Mid
Description: Targeted unit looses 50HP/Seconds, and turns into a zombie upon death. Zombie is controlled by Neutral Hostiles. 25% chance that an attacked unit will turn into zombie upon death.
Disabled When: N/A
---
Weather
---
Note: Only 1 weather type can be active at once. When a different one is selected, the current one stops, and the new one starts. All are disabled when the game-type is multiplayer (would cause lots of problems).
Rain:
Effects: Slows all units down. Helps crops grow. Puts out fire. Slows construction. Animals receive reduced attack.
Description: Causes the weather to be rainy.
Levels: Light, medium, hard
Disabled When: Game-type is multiplayer.
Snow:
Effects: Slows all units down. Stops crop growth. Slows construction. Puts out fires and disables ability.
Description: Causes the weather to be snowy.
Levels: Light, medium, hard
Disabled When: Game-type is multiplayer.
Wind:
Effects: Slows organic units down. Slows crops. Fires spread. Animals receive 45% attack, but 175% defense.
Description: Causes the weather to be windy.
Levels: Light, medium
Disabled When: Game-type is multiplayer.
Fog:
Effects: Lowers unit accuracy. Animals receive hide ability.
Description: Causes fog to appear.
Levels: Medium
Disabled When: Game-type is multiplayer.
---
Disasters
---
Earthquake:
Cooldown: High
Effects: Damages all units/structures on the map. Better equipped buildings receive less damage.
Description: Causes the ground to shake all over the map.
Disabled When: Game-type is multiplayer.
Flood:
Cooldown: High
Effects: Halts construction. Kills crops. Slows units down.
Description: Causes water levels to rise, creating a flood. 10% chance it will occur during rainy weather.
Disabled When: Game-type is multiplayer.
Heat Wave:
Cooldown: High
Effects: Slows units. Halves attack damage. Kills crops. Causes random fires. Melts frozen units.
Description: causes a heatwave.
Disabled When: Snow weather/Ice Strom. Game-type is multiplayer.
Ice Storm:
Cooldown: High
Effects: Halts construction. Slows units. Deals 1HP/Seconds to every unequipped organic unit that is outside (units loaded into vehicles/buildings are unaffected). Halts crop growth. Puts out fires.
Description: Causes snow weather. 10% chance that it will occur during snow weather.
Disabled When: Heatwave. Game-type is multiplayer.
Ion Storm:
Cooldown: Severe
Effects: Prevents items/armor from being created. Slows unit training times.
Description: Causes an Ion Storm. Lasts 120 seconds.
Disabled When: Game-type is multiplayer.
Summons
---
Note: Animals cannot be summoned close/inside a group's camp
Golem Attack:
Targets: [Summon]
Cooldown: High
Description: Summons a Rock Golem for player.
unit Description: High health, high attack, slow movement.
Snake Infestation:
Targets: [Summon]
Cooldown: High
Description: Summons 5 snakes. The snakes thieves items from the closest group, and piles them where they spawned. Unit is not controlled by player. Scares nearby units away (not mechanical).
unit Description: Fast and weak, no attack.
Summon Quilbeast:
Targets: [Summon]
Cooldown: Normal
Description: Creates a Quilbeast for the player.
unit Description: Fast, medium health/attack. Starts off with "Hide" (modified Shadowmeld). Good distraction/harassment unit.
Summon Pirates:
Targets: [Summon]
Cooldown: Severe
Description: Creates 5 bandits at location for player,
unit Description: Medium health/attack/speed. 20% chance to steal item from attacked unit.
Decoy:
Targets: Water
Cooldown: High
Description: Creates a ship for player.
unit Description: A decoy ship that attracts all group-owned units towards it. No attack. The unit to use for distractions or ambushes. Low HP, normal speed.
Zombie:
Targets: [Summon]
Cooldown: Severe
Description: Summons 2 zombies for player.
unit Description: Mid health, low attack, slow speed. 70% chance to infect attacked units (loose health, turns into zombie when dies).
---
Elements
---
Freeze:
Targets: Units
Cooldown: Low
Description: Freezes a targeted unit. unit cannot move, attack, harvest or anything for 15 seconds.
Disabled When: Heat waves melt unit and disable ability. If frozen unit is a target of fire, or within fire range, unit will melt.
Fire:
Targets: Buildings, units, ground
Cooldown: Low
Description: Catches ground/building/unit on fire. Deals damage to nearby units. Units caught on fire have 75% chance to catch nearby units aswell.
Disabled When: Snow weather. Rain puts out fire.
Rock Pillar:
Targets: Units
Cooldown: Low
Description: Launches the unit/nearby units into the air, halving their health, and stunning them.
Disabled When: N/A
---
Group Affecting
---
Break:
Targets: Buildings
Cooldown: Mid
Description: Targeted buildings takes damage overtime. If health reaches 0, building is destroyed.
Disabled When: Building is repaired by a worker (to any higher health).
Collapse:
Targets: Goldmine
Cooldown: High
Description: Halves the gold inside targeted goldmine.
Disabled When: N/A
Gold Rush:
Targets: Goldmine
Cooldown: None
Description: Triples the gold inside targeted goldmine.
Disabled When: N/A
Infest:
Targets: Buildings
Cooldown: High
Description: Building is given to Neutral Hostiles (so it is an enemy to everything). Building takes damage overtime until collapse.
Disabled When: Targeted Tents, town halls, War Hut (Cannot target)
---
Diseases
---
Rust:
Targets: Mechanical units
Cooldown: Mid
Description: Causes 7 damage/second to targeted unit. Will die eventually.
Disabled When: Unit is repaired to 100 hp.
Cold (Sickness):
Targets: Organic Units
Cooldown: Mid
Description: Targeted unit is slowed and looses 1HP/Second. 25% chance that any nearby unit will catch the cold. Lasts anywhere from 30-120 seconds.
Disabled When: N/A
Infect:
Targets: Organic units
Cooldown: Mid
Description: Targeted unit looses 50HP/Seconds, and turns into a zombie upon death. Zombie is controlled by Neutral Hostiles. 25% chance that an attacked unit will turn into zombie upon death.
Disabled When: N/A
---
Weather
---
Note: Only 1 weather type can be active at once. When a different one is selected, the current one stops, and the new one starts. All are disabled when the game-type is multiplayer (would cause lots of problems).
Rain:
Effects: Slows all units down. Helps crops grow. Puts out fire. Slows construction. Animals receive reduced attack.
Description: Causes the weather to be rainy.
Levels: Light, medium, hard
Disabled When: Game-type is multiplayer.
Snow:
Effects: Slows all units down. Stops crop growth. Slows construction. Puts out fires and disables ability.
Description: Causes the weather to be snowy.
Levels: Light, medium, hard
Disabled When: Game-type is multiplayer.
Wind:
Effects: Slows organic units down. Slows crops. Fires spread. Animals receive 45% attack, but 175% defense.
Description: Causes the weather to be windy.
Levels: Light, medium
Disabled When: Game-type is multiplayer.
Fog:
Effects: Lowers unit accuracy. Animals receive hide ability.
Description: Causes fog to appear.
Levels: Medium
Disabled When: Game-type is multiplayer.
---
Disasters
---
Earthquake:
Cooldown: High
Effects: Damages all units/structures on the map. Better equipped buildings receive less damage.
Description: Causes the ground to shake all over the map.
Disabled When: Game-type is multiplayer.
Flood:
Cooldown: High
Effects: Halts construction. Kills crops. Slows units down.
Description: Causes water levels to rise, creating a flood. 10% chance it will occur during rainy weather.
Disabled When: Game-type is multiplayer.
Heat Wave:
Cooldown: High
Effects: Slows units. Halves attack damage. Kills crops. Causes random fires. Melts frozen units.
Description: causes a heatwave.
Disabled When: Snow weather/Ice Strom. Game-type is multiplayer.
Ice Storm:
Cooldown: High
Effects: Halts construction. Slows units. Deals 1HP/Seconds to every unequipped organic unit that is outside (units loaded into vehicles/buildings are unaffected). Halts crop growth. Puts out fires.
Description: Causes snow weather. 10% chance that it will occur during snow weather.
Disabled When: Heatwave. Game-type is multiplayer.
Ion Storm:
Cooldown: Severe
Effects: Prevents items/armor from being created. Slows unit training times.
Description: Causes an Ion Storm. Lasts 120 seconds.
Disabled When: Game-type is multiplayer.
AI Structures
Tent:
Cost: 50g (Limit of 1)
Food Produced: 10
Type: Main Structure
Health: High
Abilities: None
Notes: Resource return point. Can train workers and citizens.
Town Hall:
Cost: 400g
Food Produced: 18
Type: Main Structure
Health: High
Abilities: None
Notes: Upgraded tent. Has a small attack and can hold up to 6 units.
Shelter:
Cost: 100g
Food Produced: 8
Type: Storage
Health: Low
Abilities: Bunker (Can hold up to 4 units during harsh weather conditions).
Notes: Storage place.
War Hut:
Cost: 125g
Food Produced: 0
Type: Infantry Production
Health: Low
Abilities: None
Notes: Can train Infantry units.
Forge:
Cost: 175g
Food Produced: 0
Type: Upgrade Center
Health: Low
Abilities: Item Seller, Research
Notes: Sells items and researches stuff.
Lighthouse:
Cost: 150g
Food Produced: 0
Type: Vision Tower
Health: Mid
Abilities: Vision (large vision range), Overwatch (Nearby units receive bonus attack)
Notes: Vision tower. Can upgrade to the Light Tower.
Light Tower:
Cost: 225g
Food Produced: 0
Type: Attacker Tower
Health: Mid
Abilities: Vision
Notes: Has a medium attack and large vision. Downside is that the tower looses the Overwatch aura when upgraded.
Medical Tent:
Cost: 180g
Food Produced: 2
Type: Healing Tent
Health: Mid
Abilities: Heal (Heals and cures nearby units)
Notes: Can train Field medics.
Vehicle tent:
Cost: 200g
Food Produced: 0
Type: Vehicle Production
Health: Mid
Abilities: None
Notes: Trains vehicles.
Gold Mine:
Cost: Pre-placed
Food Produced: Neutral Owner
Type: Goldmine
Health: Invulnerable
Abilities: Goldmine (holds gold and explodes when empty)
Notes: Its a goldmine. Starts with 800 000 gold inside. Max is 1 000 000 gold.
Crops Field:
Cost: Pre-placed
Food Produced: 15
Type: Food Producer
Health: 100
Abilities: Die (slowly kills the crops. Must be maintained by citizen)
Notes: A crops field to keep Citizens busy.
Cost: 50g (Limit of 1)
Food Produced: 10
Type: Main Structure
Health: High
Abilities: None
Notes: Resource return point. Can train workers and citizens.
Town Hall:
Cost: 400g
Food Produced: 18
Type: Main Structure
Health: High
Abilities: None
Notes: Upgraded tent. Has a small attack and can hold up to 6 units.
Shelter:
Cost: 100g
Food Produced: 8
Type: Storage
Health: Low
Abilities: Bunker (Can hold up to 4 units during harsh weather conditions).
Notes: Storage place.
War Hut:
Cost: 125g
Food Produced: 0
Type: Infantry Production
Health: Low
Abilities: None
Notes: Can train Infantry units.
Forge:
Cost: 175g
Food Produced: 0
Type: Upgrade Center
Health: Low
Abilities: Item Seller, Research
Notes: Sells items and researches stuff.
Lighthouse:
Cost: 150g
Food Produced: 0
Type: Vision Tower
Health: Mid
Abilities: Vision (large vision range), Overwatch (Nearby units receive bonus attack)
Notes: Vision tower. Can upgrade to the Light Tower.
Light Tower:
Cost: 225g
Food Produced: 0
Type: Attacker Tower
Health: Mid
Abilities: Vision
Notes: Has a medium attack and large vision. Downside is that the tower looses the Overwatch aura when upgraded.
Medical Tent:
Cost: 180g
Food Produced: 2
Type: Healing Tent
Health: Mid
Abilities: Heal (Heals and cures nearby units)
Notes: Can train Field medics.
Vehicle tent:
Cost: 200g
Food Produced: 0
Type: Vehicle Production
Health: Mid
Abilities: None
Notes: Trains vehicles.
Gold Mine:
Cost: Pre-placed
Food Produced: Neutral Owner
Type: Goldmine
Health: Invulnerable
Abilities: Goldmine (holds gold and explodes when empty)
Notes: Its a goldmine. Starts with 800 000 gold inside. Max is 1 000 000 gold.
Crops Field:
Cost: Pre-placed
Food Produced: 15
Type: Food Producer
Health: 100
Abilities: Die (slowly kills the crops. Must be maintained by citizen)
Notes: A crops field to keep Citizens busy.
AI Units
AI follows the food system.
Citizen:
Cost: 50g
Food Cost: 0
Type: N/A
Attack: None
Health: Mid
Abilities: Wander
Notes: This unit does nothing and costs nothing. Here just for looks and for kills. AI will hold a decent amount of them (around 15 I would say).
Worker:
Cost: 75g
Food Cost: 1
Type: Worker
Attack: Low
Health: Mid
Abilities:Harvest resources, build.
Notes: Basic worker unit.
Footman:
Cost: 175g
Food Cost: 1
Type: Melee
Attack: Mid
Health: Mid
Abilities: None
Notes: Tier 1 melee unit.
Rifleman:
Cost: 200g
Food Cost: 1
Type: Ranged
Attack: Mid
Health: Mid
Abilities: None
Notes: Tier 1 ranged unit.
Sniper:
Cost: 315g
Food Cost: 1
Type: Long Ranged
Attack: High (long cooldown)
Health: Low
Abilities: Disease-proof (cannot be the target of a disease)
Notes: Tier 2 ranged unit.
Warrior:
Cost: 280g
Food Cost: 1
Type: Melee
Attack: High
Health: High
Abilities: Trap (Can set traps that are invisible to players and other groups)
Notes: Tier 2 melee unit.
Field Medic:
Cost: 350g
Food Cost: 2
Type: Healer
Attack: Low
Health: High
Abilities: Disease-proof, Zombie-repellent (instant kill zombies, but medium cooldown)
Notes: Tier 2 medic
Buggy:
Cost: 325g
Food Cost: 2
Type: Recon
Attack: Low
Health: Mid
Abilities: None
Notes: Speed is what counts here. Tier 2 vehicle.
Light Tank:
Cost: 390g
Food Cost: 3
Type: Tank
Attack: Mid (Splash)
Health: High
Abilities: None
Notes: Tier 2 vehicle.
Prowler Tank:
Cost: 450g
Food Cost: 4
Type: Tank
Attack: High (Splash)
Health: High
Abilities: Mine (places an invisible tripmine)
Notes: Tier 3 vehicle.
All terrain Carrier (ATC):
Cost: 440g
Food Cost: 3
Type: Transport
Attack: Low
Health: High
Abilities: Supply (heals units inside this vehicle), Transport (can carry 8 units excluding vehicles)
Notes: Can travel on land and water. Tier 3 vehicle.
Cannon:
Cost: 475g
Food Cost: 4
Type: Long Ranged Tank
Attack: Mid (Splash, long cooldown)
Health: Mid
Abilities: Destroyer (Improved attack against buildings)
Notes: Tier 3 vehicle.
All Terrain Tank (ATT):
Cost: 470g
Food Cost: 3
Type: Tank
Attack: Mid (Splash)
Health: Mid
Abilities: None
Notes: Can travel on land and water. Tier 3 amphibious tank.
Citizen:
Cost: 50g
Food Cost: 0
Type: N/A
Attack: None
Health: Mid
Abilities: Wander
Notes: This unit does nothing and costs nothing. Here just for looks and for kills. AI will hold a decent amount of them (around 15 I would say).
Worker:
Cost: 75g
Food Cost: 1
Type: Worker
Attack: Low
Health: Mid
Abilities:Harvest resources, build.
Notes: Basic worker unit.
Footman:
Cost: 175g
Food Cost: 1
Type: Melee
Attack: Mid
Health: Mid
Abilities: None
Notes: Tier 1 melee unit.
Rifleman:
Cost: 200g
Food Cost: 1
Type: Ranged
Attack: Mid
Health: Mid
Abilities: None
Notes: Tier 1 ranged unit.
Sniper:
Cost: 315g
Food Cost: 1
Type: Long Ranged
Attack: High (long cooldown)
Health: Low
Abilities: Disease-proof (cannot be the target of a disease)
Notes: Tier 2 ranged unit.
Warrior:
Cost: 280g
Food Cost: 1
Type: Melee
Attack: High
Health: High
Abilities: Trap (Can set traps that are invisible to players and other groups)
Notes: Tier 2 melee unit.
Field Medic:
Cost: 350g
Food Cost: 2
Type: Healer
Attack: Low
Health: High
Abilities: Disease-proof, Zombie-repellent (instant kill zombies, but medium cooldown)
Notes: Tier 2 medic
Buggy:
Cost: 325g
Food Cost: 2
Type: Recon
Attack: Low
Health: Mid
Abilities: None
Notes: Speed is what counts here. Tier 2 vehicle.
Light Tank:
Cost: 390g
Food Cost: 3
Type: Tank
Attack: Mid (Splash)
Health: High
Abilities: None
Notes: Tier 2 vehicle.
Prowler Tank:
Cost: 450g
Food Cost: 4
Type: Tank
Attack: High (Splash)
Health: High
Abilities: Mine (places an invisible tripmine)
Notes: Tier 3 vehicle.
All terrain Carrier (ATC):
Cost: 440g
Food Cost: 3
Type: Transport
Attack: Low
Health: High
Abilities: Supply (heals units inside this vehicle), Transport (can carry 8 units excluding vehicles)
Notes: Can travel on land and water. Tier 3 vehicle.
Cannon:
Cost: 475g
Food Cost: 4
Type: Long Ranged Tank
Attack: Mid (Splash, long cooldown)
Health: Mid
Abilities: Destroyer (Improved attack against buildings)
Notes: Tier 3 vehicle.
All Terrain Tank (ATT):
Cost: 470g
Food Cost: 3
Type: Tank
Attack: Mid (Splash)
Health: Mid
Abilities: None
Notes: Can travel on land and water. Tier 3 amphibious tank.
Note: A map is underway. However, it will only be continued if there are enough people interested with enough skills to take on this task. If interested, PM me or post here (preferably post). A terrain is underway, though a terrainer is welcome to create a new one.
Ideas for this?
I like this idea enough to update it once in awhile (out of boredom mostly). If you have something you want to see in this, then post it.
Last edited: