@Leods I am afraid I do not, I already have a concise idea of what I want to do and this is going to lead into my second WIP
This is the rest of the line up that I am intending to have for my race so far.
Starting from the left is the Black Market, which is the Blacksmith for the faction. It serves as a drop-off point for lumber and provides research through the acquisition of recently... liberated merchandise. One such upgrade is the Cheaper Construction Materials, where highwaymen provide caravans they have successfully procured for a discounted price, allowing structures to be built faster.
Next is the Sewer Tunnels, which enables the production of the faction's Ratmen units. Functioning similarly to the Workshop for the humans, these units provide a critical role for the Bandit's Operations.
The units from the Sewer Tunnels are as follows:
- The "Ratman", a heavy melee unit which, while a little more fragile than the heavy melee units of other factions, compensate by being a little cheaper, more accessible and fighting dirty. Through research, these get the Disease ability, a passive that reduces the Healing Rate of a target enemy unit.
- The "Ratling Gunner", a support siege unit, providing AoE damage from the backlines. This unit can be upgraded to do bonus damage against structures, as well as be upgraded to have a faster attack rate.
- The "Sharpshooter Team", a long-range sniper unit. Shooting enemies from afar, this unit is intended to capitalize on the Bandits "ambush" style of play, dealing substantial damage but not taking much back in return.
The third building in this lineup is the Tavern, the Bandit's equivalent of the Altar. From here, you can get their Hero, the Bandit Lord, which is intended to play as the embodiment of selfishness, depravity and the will to power. Despite riding on a powerful steed, it is more a symbol of wealth and posterity through ill-gotten gains, as well as a useful tool for making a quick escape.
Finally, is the Shadow Works, which provides access to two more units:
- The "Shadow Stalker", an anti-caster unit that can utilize abilities to grant itself more mobility in its pursuit of opposing targets.
- The "Shadow Dragon", a flying dragon which relies more on the use of cunning and stealth than the brute force of other Dragons within the game.
Lastly, is the addition of the caster unit for the faction, the Renegade Wizard. This unit is accessible via the Thieves Guild, and will provide a more mobile caster unit that can rapidly respond to enemy threats... or just as quickly retreat.
A lot of these ideas are still being developed in terms of abilities and research options, some are already incorporate while others have yet to be fully fleshed out. This is the general gist of what I am going for with the Bandit Faction so far, and while more "traditional" in the sense of it uses ingame inspiration a lot to build a faction around a set of creep units, I just have a soft spot for the theme
