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The Darkening Wars 2.0

Discussion in 'Idea Factory' started by Angry_Bovine, Sep 25, 2008.

  1. Angry_Bovine

    Angry_Bovine

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    Hello! If you've played my map The Darkening Wars already, then you'll understand the relevant information I'm about to say. If not, go out and play it right now! It's a link in my signature, or find it here: The Darkening Wars

    What this topic is about: The Darkening Wars 2.0

    Why 2.0? Currently, I do small patches every few days, improving the game regularly. As this number builds up, I will inevitably reach 2.0. To commemorate that event, I will create a 3rd race. Here's where you guys come in. I'll try to keep the restrictions low so you can be creative about what the 3rd race will be.

    Restrictions:
    -3rd race should be relevant to post-apocalyptic/post-Cold War 2 type era
    -3rd race should be somewhat realistic (aka, no space orcs, no dinosaur men)
    -Details about 3rd race should be said: How they get resources, how they fight, how they build, etc... Elaborate as much as you can.
    -3rd race should have a back story of some kind to explain their emergence

    The best ideas will be compiled together and a new race will be made. Credits will be given to ideas I use.
     
  2. Landmine

    Landmine

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    Exploration Humans

    Exploration Humans

    Background: The Exploration Humans broke off the normal Human force because they were experimenting with illegal and/or unkown materials. They want to take revenge on the Humans for creating the aliens. The aliens are always unwanted in their eyes, so they also fight desperatly against them. In these times however, the Exploration force has been forced at war against the Humans because their governement has been forced to attack the Human force by the corps.
    Basic Summary: The Exploration Humans have better achitechs, mechanics, structure; vehicle and unit designs, and are trained more as special troops, different then normal Human forces. Since all units are trained as special troops, they have a wide variety of abilities, most, if not all different from the normal Human force. Unfortunatly, with more defensive armour, the vehicles and armoured suits move slower, and in some cases, armour suits are unable to carry long ranged guns. They also have genious ways of extracting reasources.

    Pros:
    -better overall defence and Health then Humans
    -more abilities and upgrades then Humans
    -more and better defensive structures then the Humans
    -can recieve resourses at a faster rate then Humans
    -low build times
    -more mana

    Neutral:
    -similar basic structures (different advanced) then Humans
    -no nuclear weaponry (probably a con, but its not manditiory)
    -uses artillary vehicles more, and some melee units, mixed with ranged

    Cons:
    -less offensive then the Humans
    -slightly more expensive
    -slow movement rate compared to Humans
    -have very few average ranged vehicles that are effective against building

    I might change some things later. Depends on what happens.
     
    Last edited: Sep 26, 2008
  3. Zinive

    Zinive

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    Apocalyptic Church

    Notes: This Race is about a mix of weak mass units and few strong units. It will also be needed to research each unit before it can be built. However in when you start the game you can choose 2 basic tier 1 units which you will be able to built other wise this race would not stand a chance against early rushes.

    I'm also sorry for my bad grammar and typos i may have in my text it's late and still learning English

    Story Line
    Story:

    in the year 1443 a gifted child was born. This child grow fast and showed enormous skill in what ever he dose. He was brilliant and loved by all. As the Years passed this child became arrogant. Still all men and women loved him saying that only he could be their King. The current ruler could not ignore the threat this man posed to him and his dynasty. Royal Assassins where sent out to find and kill that man. However of the 10 Assassins only 3 came back alive and those where broken unable to speak a word the collapsed in front of their King. The Man however vanished from the earth and was never seen again together with hundreds of other gifted Men and Women.

    After hundreds of years passed a terrible experiment, made by the followers of the Apocalyptic Church, succeeded the Man of ages past returned to the living. But his body was rotten to nothing but dust he was transfered into a machine. This Machine is the now the center of the Church.

    The Church worships this machine as their GOD and Leader Malak'tan, which means God of Gods in their own language. Through their cunning abilities they have been able to built over the last hundreds of years massive underground bases. Researching devastating machines and creating psionic beings.

    Believing only that power can bring the one truth they have created a massive army of all kinds of Machines. Their army is counted to be up to hundred of millions. How ever in the final moment of the dying sun a massive EMP shock hit a large portion of the world. Disabling and destroying 95% of their Machines.

    Malak'tan told his fanatics that HE has done this, that it is the final test for his church. And once their destroyed all opposing forces he will rise the sun once more and true peach will begin. Marked with this words his followers have gone into a raging madness. Knowing no friend and showing no mercy they send their machines to kill every last sign of hostile life no matter if it is a harmless animal, tree, human or a Mutant.


    Buildings
    Buildings:

    Church
    This is their command center it dose only build workers and can't be upgraded.

    Temple of Peace
    Their basic barracks. Creates

    Note of Essence
    This Building uses Oil to generate Metal.

    Blood Extractor
    Same as the Oil rig The power of this building is influenced by the type of their main building.

    Circle of Destruction
    Research Building for their offensive abilities

    Circle of Protection
    This is a defensive hub it can create up to 4 cannons, rocket throwers or flame throwers. With each add on built the HP of the Hub increases by 150. If the hub is destroyed all his add ons are destroyed too. However if a add on is destroyed the hub looses 150 HP and begins to recreate it automatically. Once finished its hp are increased by 150 again.

    Sanctuary of Ascension (limit of 3)
    Creates automatically Builts the cults ascended this can either be a Mind Breaker, Machine Knight or a Techno Mage.

    Cathedral of the Chosen
    Once built the Church turns neutral passiv and starts to decay. This Building will be the new command center. Allowing to summon from it their next generation buildings.

    Portal of the Chosen
    Once built all Barracks turn neutral passiv and start to decay. This Building will train their advanced units.

    Force of God. (Limit of 2)
    Once built all Sanctuarys of Ascension will turn neutral passiv and start to decay. Automatically creates every 120 creates either one Psionic Mindslayer, Psionic Impostor or a Psionic devine Knight.

    Apocalyptic Circle.
    Once built every Circle of Destruction turns neutral passiv and starts to decay. All researches that were available in the the Circle of Destruction are available here to but this buildings finishes them 20% faster. This Building is also a tower hub.

    Gods Will (limit 1)
    This Building has 2 special abilities it can instantly destroy a target organic unit anywhere on the map or buffing a single friendly unit doubling their HP, damage, attack rate, move rate and Armor. However once the buff ends or is dispelled that unit dies.


    Units

    Tier 1 organic units
    Tier 1 organic units (This units come in masses and are weak but cheap)

    Shock Trooper (pack of 4)
    Basic Footsoldier uses a weak melee attack..

    Shock Templar (research will turn Troopers into Templars)
    Stronger attack and slighty more Armor then the Trooper. This unit is also immune to slows.

    Shock Gunner (pack of 4)
    Basic ranged unit weak attack and defensive.

    Shock Bomber. (Research will turn Gunners into Bombers)
    Upgraded version of the Gunner a little bit stronger attack. This units are immune to slows.

    Machinist (pack of 4)
    Basic support unit has a weak spell to regenerate machines (restores 25 HP)

    Machine Priest (research will turn Machinist into Machine Priests)
    Has a Aura that increases Armor of nearby machines by 1 and has a spell to regenerate machines (restores 45 HP). Can also help to increase Building speed.


    Tier 1 vehicles
    Tier 1 machine units (This units come as a pack and are cheap but weak)

    Messenger (pack of 3)
    Basic scout and Hit and Run unit.

    Word bringer (a research will turn Messengers into Word bringers this is the last time i write this line as for all following units exept the psionic ones the same rule applies it's always the basic unit and a upgraded unit)
    Has increased speed and damage. Also has the ability to mark a place with a Banner of truth. This Banner will last 35 seconds and give sight of a small area as well as increasing the moral of nearby organic units.

    Carrier (pack of 2)
    Basic unarmed Transporter has high armor and defense.

    Subterranean Fury
    Has the same armor and defense however is equipped with a light flame thrower and the ability to dig itself underground to emerge from any point in a 2000 radius.

    Beast (pack of 2)
    Basic attack vehicle armed with a light anti tank cannon.

    Hellhound
    Upgraded armor and hp. Its attack will create a flame patch upon impact dealing damage over time.

    Assassin (pack of 2)
    Basic anti infantry vehicle armed with a light machine gun weak armored.

    Executioner
    Slighty more HP. This unit can fire while moving.


    Tier 2 infantry
    Tier 2 organic units

    Disciple (pack of 4)
    Short range anti tank attack. This is a very fast unit.

    Faith
    More Armor and More damage. Very fast and immune to slow.

    Knight (pack of 4)
    Strong Melee attack. Fast

    Paladin
    More Armor and HP. Fast immune to slow. And has a skill that sends out a blinding light at one organic target causing it to miss.

    Dark Walker (pack of 3)
    Medium ranged unit with a strong anti infantry weapon.

    Shadow Walker
    Greater range and with the ability to execute a single organic unit dealing high damage to it. Can also stealth while not moving.


    Tier 2 vehicles
    Tier 2 machine units (they are built one by one)

    Crusader
    Heavy attack Tank with a good armor and HP

    Inquisitor
    Heavy attack/siege Tank higher armor and damage
    Spells:
    incendiary bomb
    - throw a bomb a targeted building creating a flame patch around the building dealing damage to all enemy units and buildings within.

    Cleaner (I image this unit as a small flying disc)
    Fast attack vehicle. Armed with the 3 medium machine guns this unit can fire while moving.

    Purifier
    Armed with 4 medium machine guns can also fire while moving.
    Spells:
    Burning Wall
    - shoots out flames in all directions around the Purifer leaving a small burning patch that damages every unit inside.

    Sky Sweeper
    Heavy long range anti Air can not attack ground units.

    Vanquisher
    Very heavy long range anto air. Has a small machine gun to attack ground units.
    Spell:
    Sky Barrage
    - Shoots a pack of missles in the sky dealing heavy AoE damage to that region.

    Psionic units tier 1 + 2
    Psionic Tier 1 units
    (those units are immune to weather effects)

    Mind Breaker
    Strong anti infantry unit it has a chance of 15% to stun a attacked organic unit. Has also the Mind break ability causing a targeted unit to turn neutral hostile for 30 seconds. And the seal abilty which prevents using of any active or passive skill of a single organic enemy.

    Machine Knight
    Strong anti Tank melee Infantry has the ability to dodge attacks. Deal addition damage on each attack and is immune to slows and stuns. Has the active ability to paralyze a enemy with a EMP shock.

    Techno Mage.
    Supporting unit. Has a strong mid range attack. Increases damage of nearby infantry by 10% and armor of nearby machines by 2. (dose stack with the Machin Priests aura)

    Psionic Tier 2 units
    (Immune to weather effect)

    Psionic Mindslayer
    Very strong high range Anti Infantry and scout Unit. Is Immune to spells.

    Spells:
    Berserk
    - turns a unit neutral hostile increasing their HP damage and attack rate by 50% for 30 seconds that unit will also use a taunt at the begging of this effect.
    Mark
    - Gives Vision of an enemy units within a range of 3500.
    Sense the Blind
    - Gives vision of every nearby enemy unit in a range of 2500 for 10 seconds.
    Psi Shield
    - Gives a shield to a target friendly unit that absorbes damage for each 12 points of damage absorbed the Mindslayer looses 1 mana

    Psionic Impostor
    Very heavy Support unit. Medium range attack. Immune to spells and detection abilities.

    Spells:
    Veil of Darkness
    - The Imposter turns invisible and cannot be detected unless a high level abilty is used to do so (A Corpse Feeder should not be able to see this unit)

    Trickery
    - Creates 5 Illusion of a random enemy unit if the Illusions die the unleash a wave the burns 100 mana.

    Weakening Pressence
    - Decreases nearby enemies attack damage by 20% in a 550 range.

    Great Show
    - Once activate the Imposter can not be invisible and can no longer move until the spell is cancled or finished. The Imposter creates a mighty Aura that increases attack damage, Armor, HP and Life Regeneration of every friendly unit in a 1200 range.

    Psionic divine Knight.
    Very heavy melee unit. Immune to slow and stuns.

    Divine Guard
    - Increasing armor by 25 for 30 seconds and increasing life regeneration

    Mighty strike
    - each attack has a chance to deal AoE damage

    Onslaught
    - greatly increases move speed of the Knight and up to 5 friendly units nearby. The first attack will deal double damage.

    Judgment
    - The Knight will unleash several leather blows against each enemy around him stunning and damaging them.
     
  4. Angry_Bovine

    Angry_Bovine

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    <<This section for Landmine>>

    I like the idea for the most part. I'm assuming you mean the underlying basics of their race is on the same theme as humans (using resource structures to harvest resources) while later techs are different.

    When you say more defensive, do you say for units or for the whole race in general?
     
  5. Landmine

    Landmine

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    I mean that all unit and structure armour is upped. So yes, the entire race (doesn't matter by how much though).
    For the most part, basic buildings would be like modified Human buildings.
    Basic buildings would include:
    -1st tier of the starting building
    -all tiers of reasource buildings
    -first few tiers of supply buildings
    -first tier of primary infantry production facility
    -first tier of primary vehicle production facility
    -first tier of research facility
    All would look similar and have similar stats (modified to the race (AKA lets say the original health and armour for the research building was 450/3, the Exploration Human research building would be 500/5 or somthing, with same model)), yet have different units that it builds, different researches/abilities and such.
     
  6. Angry_Bovine

    Angry_Bovine

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    Towards Zinive:

    I like the idea! Reminds me a bunch of the Space Marines, especially with the machine-kept-alive-"Emperor/King." Thanks for even putting the time to write out units n' all. But perhaps they need a 3rd tier? Just having 2 tiers seems to be rather short, especially with the possibility for extended game time for this game. I believe your idea may be a very nice base to build up on. The lore feels workable and machine priests sound awesome.

    And, your English is more than understandable. Definately moreso than some native English-speakers! :D

    I thought of something along the lines of this, which was having "factions" instead of a 3rd race. Basically, I would "split" the original 2 races into 2 factions each, such that each faction would have certain unique units.

    Would you have any particular units in mind?
     
  7. Zinive

    Zinive

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    About the 3rd tier i agree with you how ever i see the upgraded versions of the tier 2 units as tier 3 units as well as the Psionic tier 2 units which are more then a match for other tier 3 units. So in the Barracks you built tier 1 units and with the proper upgrade tier 2 units. While their Portal of the Chosen builts tier 2 units and with upgrades tier 3 units. Just to clarify this each tier 2 unit has a upgrade crusader ---> Inquisitor.
     
  8. Landmine

    Landmine

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    Not very many in mind but a few:
    >Asassin: Melee unit. Can go stealth. Has a 25% chance to get a critical hit. Uneffective against heavy vehicles.
    >Scout (Medic): Has the heal ability, but no attack. In a chance of danger, the Scout has an ability to stun a targeted unit for 2 seconds, in addition to the ability to call a Bulk Tank
    >Heavy Mobile Canon: Long ranged unit. Has a range of 1300 and a minimum range of 300. Has an upgrade that allows it to leave a circle of fire when it fires.
    >Bulk Tank: Has a range of 700. Defence is hight, while attacks is low. Attack speed is average. Has the ability to carry 3 units at a time, and another to drop a stick with a camera on it.
    All stats can be rearranged and fixed up if you wish. These are just some of the basis of what the force might look like (melee units, long ranged artillary, tanks that are used as transports...etc)
     
  9. Angry_Bovine

    Angry_Bovine

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    Ah, I see your point. So each tier has the potential to be bumped up one. However, couldn't the best of both be taken? Why not have 3 tiers as well as an "upgrade" tier for every tier?! There is no limitation on what you can do in terms of tech.

    What would be the cost of each research for new types of units? (I'm assuming it'd cost iron and oil.)

    Assassins would be a specialized attack troop. That would work as a simple unit. But what about their base "footmen/archer" type unit? Each race essentially has those, whether it be Corpse Feeders for mutants or Riflemen for Humans.

    Because of how quickly units die (you've seen how quickly a force of humans/mutants is machine gunned down by a good defensive force?) I doubt most people can be quick enough with the 2 second stun to make a difference. And, why not just have it have an attack instead of giving it a reactive ability? The only units that can't attack in this game (generally) are transports and workers (though no one's saying you can't make something new and innovative). And... summoning a tank from him might/would not be fair unless it costs resources (and takes time for the tank to arrive, such as an air drop).

    For the Heavy Mobile Cannon, 1300 range in this game isn't that far. The 3 longest ranged units in this game currently are:
    1) MLRS - 4000 (Very Inaccurate)
    2) Howitzer - 3500
    3) Bile Launcher - 2400

    A transport/tank is a neat idea, instead of having them separately. But dropping a camera from a tank? That's odd. It seems more suited as an infantry/scout's ability.
     
  10. Zinive

    Zinive

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    Oil would only be need to create metal out of it.
    All units, Building and Upgrades cost Metal only. In Order to balance this the note of essence (Oil rig) needs to be limited (a research is required to increase this number)

    Research would not be that expansive around 250 or something but would take time. As i see i haven't mentioned that you can only built 1 research facility.

    I tried to every unit use able against a certain type of enemy. The Cleaner is a great weapon against massed melee mutants as he can easily run off while shooting. But since his lack of heavy cannons other tanks or ranged mutants will pwn it fairly easy. It's the same for the Purifier but at a higher level.

    So in order to win with this race you have to just pick the best units for your situation or you will fail hard. This race needs good scouting for what early tier units like the Messanger and later the psionic units are.
     
  11. Angry_Bovine

    Angry_Bovine

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    Ah, that helps clear it up. Perhaps, because oil will be limited for this race, make it so some of the later researches also require oil?

    While I'd really love implementing firing while attacking, I'm not certain it can be easily done. (Yes, I know the thing with Phoenix Fire; however, with that, you can't specify a damage type without using a custom phoenix fire system. It also looks odd when the turrets don't turn to follow the direction they're supposed to be firing in.)

    (Just a spelling thing: I believe you mean "Node" when you say "Note"; Node of Essence makes more sense than a Note of Essence.)
     
  12. Landmine

    Landmine

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    Redoe of the units:
    Infantry
    Trooper (Basic Melee Infantry): This unit has a low attack and low-average attack speed. Relativly cheap cost, yet is one of the weaker units of the force. Abilities include: Critical Hit.
    Gunsman (Basic Ranged Infantry): Average ranged infantry. Higher damage then Trooper but at a higher cost. Low cooldown enforces reenforcements to be close. Abilities include: Grenades (researchable) and Long Shot (researchable).
    Assasin (Specialized/Advanced Melee Infantry): Advanced melee unit. Short cooldown and high-average damage, at the cost of being expensive to train and fairly weak. Abilities include: Stealth, Critical Hit and self-heal (researchable).
    Mech Trooper (Advanced Ranged Infantry): Duel weapon unit: enhansed Gunsman Machine Gun and heavy rocket. Machine gun is fast, yet only slightly stronger then the Gunsmans. The Anti-Vehicle Blaster (also known as the Rocket Launcher) has heavy damage, but quite slow for speed. This unit suffers from slow movement speed. Abilities include: Mines (researchable)
    Scout (Multi-Purpose Infantry): Weak, yet very useful infantry unit. Weak attack, yet enough attack speed that he can protect himself. Abilities include: Heal, Stun Grenade and Call for Support.
    Vehicles
    Bulk Tank (Light Transport Tank): Basic tank for the force. Has 2 attacks. 1 is the machine gun. High speed and low-average damage. 2 is the main cannon. Heavy damage, yet low attack. Abilities include: Load, Unload and Cargo.
    Heavy Mobile Cannon (Advanced Long Ranged Vehicle): Defensive and damaging, this vehicle is one of the vehicles you would find hidding in a forest. The vehicle, however, suffers from slow movement and long reload times. Range is 1800 and a minimum range of 300. Abilities include: Bombardment (researchable) and Fire Shells *researchable).
    Abilities:
    -Critical hit: 25% chance to do double the damage.
    -Grenades: Allows the use of grenade. Range: 600.
    -Long Shot: The unit fires a shot at far distances, doing little damage. Helps with retreating enemies. Range: 1400.
    -Stealth: Allows the unit to move undetected. Lasts 45 seconds, or until the units mana is at 0. 1 mana/second.
    -Self-Heal: Allows the unit to heal himself.
    -Mines: Allows the unit to drop mines that explode if moved over, 10 seconds go by, or it is remotly detonated (clicking on it, then pressing the detonate button).
    Heal: Allows the unit to heal other units, include the unit itself.
    -Stun Grenade: Throws a stun grenade, stunning all targeted enemy units for 8 seconds.
    -Call for Support: The unit calls a Bulk Tank to the location of the unit.
    -Load/Unload: Allows the unit to pickup/drop other units.
    -Cargo (Bulk Tank): Allows the Bulk Tank to carry an additional 3 units.
    -Bombardment (Mobile Cannon/Heavy Mobile Cannon): Launches a wave of projectiles at a targeted location dealing heavy damage. Long cooldown. Range: 2400.
    -Fire Shells: Covers the artillary shells in exremly flammable liquids. On impact, the ground around the impact site is left burning for 10 seconds, burning any unit moving within the area for 7 seconds.

    More units to come. I think I've spent the longest time on a single post ever made (about an hour and a half, thinking, getting distracted... hey look, its raining!).
     
  13. Zinive

    Zinive

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    You are right about the node thing thank you for clearing that up.

    However since Oil is limited Metal will also be limited for the church. That is why i don't see a reason to add oil cost to research.

    I didn't thing to use some kind of turret for the cleaner but some sort of saucer shooting it out of his border(?). In case of the cleaner it could also be changed to be some kind of flying chainsaw dealing damage to units around it. For this you could use some kind of Immolation. However I haven't found a use able model for this so we could replace it with this Walker type.

    Pain-Pod
    medium armored long range anti infantry unit. Small needle like rockets hit the infantry target if it kills the target a explosion will occur damaging all nearby troops (dose not happen if it kills a tank).

    Gore-Pod
    Same as Pain-Pod but with a higher armor.
    Spells:
    Ragefire
    Shoots a special projectile at a target non-organic or high tier mutant unit. Upon impact the unit will suffer high damage and have its armor reduced by a high amount.
     
  14. Angry_Bovine

    Angry_Bovine

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    Well, thanks for spending so much time on this topic, I appreciate it! It was raining where I was too.

    But back on topic: Yeah, that gives me a basic idea of how the race plays out. But for the more advanced buildings, I still don't get exactly how that plays off. Is it, you just upgrade basic buildings into advanced buildings, or do you build them entirely separately?

    Well, technically, neither oil nor iron are strictly "limited;" it's the income that is limited. You are limited to what oil you can produce, which subsequently controls how much iron you can make. And for the Nodes of Essences, are they exactly like oil derricks (meaning that they are just built upon oil-patches/blight)?

    Well, in any case, I was just suggesting that research take oil because it is a less easily acquirable resource compared to iron. I'm assuming, though, that 1 oil > 1 iron. I don't know, and won't know till I try and put this into execution.

    If only there was some easy way to make a unit fly around and around the cleaner... sorta like a locust swarm, except without hit point returns. That way, I could even control the damage type.

    The pain pod is a pretty cool idea. By long range, do you mean artillery-range, or long-range infantry (sniper style) range?
     
  15. Zelf

    Zelf

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    Machines (no idea for a name yet)

    Background
    The machines were created in a last ditch effort to combat the mutants. They would be the perfect weapon against the mutations as they are unaffected by the diseases these creatures bring. Though the machines eventually started to learn, and broke apart from the humans, not wanting to fight someone elses battle since they remain unaffected.

    Gameplay
    -General Building Info
    Machine buildings build off of each other. Example, you have your command center. You want to build a barracks. If can only be built while adjacent to another building, as they all need to be connected.

    -Resource Gathering
    Machines need to build power plants to run everything. Power plants will be connected with the rest of the buildings as well. Basically, a power plant will give you say 200 power. A barracks will take up 50 power. Now you are left with 150 available power.

    Second resource is titanium, or something maybe mineable. So, resource gathering would be similar to humans except the machines power is a resource and their supply as units created would tap into the power grid and use a certain amount of power to function.

    -Units/Technology
    Not entirely sure, maybe a mixture of both Human and Mutant. Tech trees similar to Humans. But having the ability to either morph into upgraded units or choose to reconstruct themselves into a new unit.

    Example...
    Machine Combat Drone
    Built from the barracks. Low attack. Through some technological advancement it learns how to reconstruct itself to be better at combat or better at self repair. So it can reconstruct into a Heavy Combat Drone or a Light Repair Drone.

    In instances where a unit only has one upgrade path, all units of that type on the map would be upgraded automatically.

    -Misc. Info
    If you really wanted to get fancy you could make it so player base building gives them bonuses. Say they connected 2 power plants together and then a Barracks. Units would have a production speed boost. So like...

    CC -> Pow -> Pow -> Barr
    Would be a faster production speed than...
    CC -> Pow -> Barr

    This would work in all ways so you could have a base set up like...

    Tank Factory <- Power <- CC -> Power -> Power -> Barracks
    ^
    |
    Power
    ^
    |
    Airfield

    Basically every building would have a build menu since you'd have to build your buildings off of one another. For examples, you could look at how Sprout TD works. I think it's protected, but it would give you an idea of what I mean.

    -Remaining Thoughts
    I could still add plenty to that, but I hope it gives you an idea of my thoughts and if you consider this option as a third race I could delve a little deeper and come up with units and tech. Maybe even a more interesting way to do tech.

    Also, machine AI wouldn't run away because let's just say their consciousness is transferred to the command center (yeah, i know what you're thinking =P ) so they would just be re-uploaded to a new machine.

    Also, machines could possibly be unaffected by mutant disease effects? But they are also maybe slow attackers? Not really sure how to balance the machines in an interesting way with the other races, but eh.
     
  16. Angry_Bovine

    Angry_Bovine

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    Not a bad idea either. There's just one thing I don't like about the background, and it's them deciding that they don't want to fight another man's war. No, they believe the humans to be weak. They believe that they are superior, and don't need to take orders from humans. That would make more sense in terms of that.

    The structural linking is intriguing. Perhaps I will make all the buildings have mana, and then you have an ability that lets you link structures to each other to power stuff. (Kinda like power towers, if you've ever played that.) Of course, since you have limited range with how far power connects (unless you have relays), all your buildings sorta have to be connected. Plus, if they're not, the enemy could sever the connection to render the structures useless. Barracks, factory, and what not could be defendant on having power to operate. Perhaps there would be levels of how well they could operate, deciding on the production rate.

    Onto other things. The really complicated linking structures are a little... hard to implement. I think I've already noted a substitute/solution for that above this paragraph.

    For the idea of developing upgrades for mechanical troops, that would be intriguing. Perhaps there are only a limited number of initial troop type ("empty chassis designs") which are able to be upgraded with various add-ons? This would allow the machine player to make decisions on how they want to mold their troops. Perhaps you can only pick 1 of 2 upgrades sometimes.

    And the machines will definitely be immune to poisons or whatnot, they're freakin' mechanical. It'll all be balanced, cause each race will eventually develop solutions for other race (aka I patch the game and add in the units). So, in the end, it should all be fair through balancing and people's feedback (like yours).
     
  17. Zinive

    Zinive

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    The nodes of Essences are restricted by a building Limit as the game starts you cannot have more then 2 or 3. Later research will allow to built more of them.

    The Gore-Pod has a sniper type attack.
     
  18. Zelf

    Zelf

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    Story has never been my strong point. =P

    As for buildings, I actually thought about doing it like Power Towers TD just thought it might take up too much base space. Though it would look much cooler with everything connected and I guess you can scale the buildings down.

    For the units, it would be nice having just a few empty units that can be fitted with addons that make them into certain class types, like heavy weapons, or repair module or scout radar. And as the machines advance more, like mutants, you could upgrade they're barracks to produce the more advanced tiers of machines so they don't have to upgrade one unit 4 times to get it to be more inline with the rest of their troops.

    But yes, being able to sort of customize your troops with addons would make them feel different then the rest of the races and be pretty fun. Probably too much work but being able to say...

    Empty Chassis - Addon (Light Weapons, Heavy Weapons, Repair Drones, or Scout Radar)
    Choose Addon (Light Weapons) - Now you have a few new options (Scout Radar, Repair Drones, or more Light Weapons)
    Choose Addon (Scout Radar) - Now more different options (Faster Leg Movement, Improved Scout Radar Range, Stealth Generator)

    End up with a Scout Vehicle with light weapons and scout radar and say you chose stealth generator.

    Hmm, as awesome as that would be that's a ton of different unit variations lol. Cause you could also have a scout vehicle with light weapons, scout radar and faster leg movement. I guess you could make them abilities too, to cut down on the amount of units needed.

    EDIT: Added in unit variations to give you a better idea of what I was trying to describe.

    Units
    -Machine units should be strong and few. Expensive. Since, they can't be affected by mutant disease and the human projectile weapons won't kill them nearly as fast. (Let's just go with because they have no organic tissue, the bullets would need to do considerable damage to basically shut down a machine unit)

    So, you can either focus on hybrid units or make more sturdy unit roles. Basically if you want a good scout unit, you would want to start with scout radar. As the tier 4 Upgrade would be nice for scouts if you start with scout radar. If you don't start with scouts then you don't have access to scout tier 4 upgrades. Actually maybe no access to tier 4 upgrades unless you stick with whatever you chose as tier 1 throughout upgrading. Like...

    Tier 1 Light weapons, tier 2 light weapons upgrade, tier 3 repair drone upgrade, no tier 4
    Tier 1 Light weapons, tier 2 light weapons upgrade, tier 3 light weapons upgrade, tier 4 light weapons

    Alright, on paper this is pretty hard to follow. Though in game it would be simple since you'd basically see all upgrades on your unit when you want to advance to the next tier. It's set up so you could, if you wanted to, have a unit have light weapons, a simple scout radar, and some repair ability.

    Light Chassis
    (No armor, no weapon)
    -Upgrade the defenseless chassis to a tier 1 unit.

    Tier 1 - Light Weapons (Adds weapons, small hp boost)
    -Tier 2 Branches into - Scout Radar, Repair Drones and Improved Ammo
    --Tier 3 Scout Radar Branches - Improved Speed, Repair Drones (No tier 4)
    --Tier 3 Repair Drone Branches - Improved Armor, Scout Radar (No tier 4)
    --Tier 3 Improved Ammo Branches - Add Armor, Scout Radar (No tier 4), Repair Drones (No tier 4)
    ---Tier 4 Add Armor Branches - Combat Drone (Improves in all light weapon areas, atk, atk spd, etc.)

    Tier 1 - Repair Drones (Adds Repair skill, and some armor, medium hp boost)
    -Tier 2 Branches into - Scout Radar, Light Weapons and Improved Armor
    --Tier 3 Scout Radar Branches - Improved Speed, Light Weapons (No tier4)
    --Tier 3 Light Weapons Branches - Improved Ammo, Scout Drones (No tier 4)
    --Tier 3 Imporved Armor Branches - Improved Repair Rate, Scout Radar (No tier 4), Light Weapons (No tier 4)
    ---Tier 4 Improved Repair Rate Branches - Repair Bot (Improves in all repair areas, armor, repair rate, etc.)

    Tier 1 - Scout Radar (Adds scout radar, and slight speed increase, no hp boost)
    -Tier 2 Branches into - Repair Drones, Light Weapons and Improved Speed
    --Tier 3 Repair Drones Branches - Improved Armor, Light Weapons (No tier 4)
    --Tier 3 Light Weapons Branches - Improved Ammo, Repair Drones (No tier 4)
    --Tier 3 Imporved Speed Branches - Improved Radar Range, Repair Drones (No tier 4), Light Weapons (No tier 4)
    ---Tier 4 Improved Radar Range Branches - Scout Drone (Improves in all scout areas, hp, radar range, etc.)

    Now with tier 4 upgrades you run into the issue of, is there even a reason for making hybrid units? So, can either do away with tier 4 upgrades or figure out some way to make hybrids more attractive.

    Heavy Chassis (Researched later, for tank type units)
    (Heavy armor, no weapons)
    -Upgrades

    Hover Chassis (Researched later, for flight units)
    (Light armor, no weapons)
    -Upgrades
     
    Last edited: Sep 29, 2008
  19. Angry_Bovine

    Angry_Bovine

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    Oh my! That's a bunch of stuff.

    Let me see if I get what you're saying:

    Basic Chassis -> becomes...
    -> Basic Chassis with weapons
    --> Basic Chassis with 2x weapons
    --> Basic Chassis with weapons and armor
    -> Basic Chassis with radar
    --> Basic Chassis with radar and weapons
    --> Basic Chassis with radar and armor

    and et. cetera, but certain paths would not have a 4th tier.

    I'm assuming that this applies to all your units once you upgrade it?
     
  20. Zelf

    Zelf

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    Not even positive I know what I wrote haha. I'm at work today since we have a big project due friday and I just wanted to take a break and write up some stuff real quick.

    But yes, what you summarized is basically it.

    As for your question, I was thinking more along the lines of needing to upgrade each unit, so you could really make a custom army, but I guess that would be quite a lot of work even if upgrades were quick. Cause I was thinking that these upgrades would be on the actual unit, like say... Basic Chassis has upgrades; weapons, radar, scout. Choose one, it upgrades, now it has a different set of upgrades. Of course it would take technology to unlock some of the upgrades.

    With worrying about keeping buildings connected to power and trying to manage fights, it may be a pain upgrading a unit each time it is created. So, I dunno. Just a quick few ideas I thought I'd put together on my break.

    EDIT: But if you balance it that machine units are strong and expensive, it wouldn't be too big a problem upgrading each unit. So, who knows. I'll come up with different ideas if you want. =)