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Possable Tech structures
#2
Posted 10 November 2008 - 13:17
Maybe we could have a Mithrillite Refinery or something of that nature that gives a steady flow of funds when captured.
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Insomniac!, on 16 Sep 2008, 20:12, said:
I've been given a Bob coin from Mr. Bob, a life time supply of cookies from Blonde-Unknown, some Internet Chocolate from the Full Throttle mod team, and some Assorted Weapons from Høbbesy.
#3
Posted 11 November 2008 - 02:30
reduces the the cost for units.
kinda like the refinery from generals.
#5
Posted 11 November 2008 - 17:35
Quote
increases the value of each mineral load.
kinda like the Ore Purifier from RA2.
^Does this sound better?
And do we talk about possible or possesable structures?
Edited by Destrukto, 11 November 2008 - 17:37.
#6
Posted 11 November 2008 - 19:50
capturing this structre will let you use a sismic strike.
a driller bomb tunnles underground and detnates to create a earthquake that will scatter all ground forces and disable structures while doing structaral damage to them in the target area.
more a of a support ability to soften up enemy defences before an attack.
#8
Posted 11 November 2008 - 22:30
Gives a random ammount of money every 20 seconds of value vary 250-750.
Can be a fixed value in missions.
Edited by Destrukto, 11 November 2008 - 22:38.
#10
Posted 17 November 2008 - 19:56
#12
Posted 18 November 2008 - 17:46
*Sentry Turret Control Node*
-Its a small but heavy armoured structure that acts like that Nod turret with three guns around itself;
-The hub tower itself can only detect nearby stealth units and build small turrets around it that are unique to each side;
-When the main tower is destroyed, it becomes a rubble pile that slowly regrows to a neutral hub ready ready capture;
-If its destoyed, all built turrets slowly die(5% of health poins lost per second) and its impossible to repair them;
-Only the hub tower can fix them overtime and only it can be repaired by construction units or engineers;
-You can select two types of turrets to build, but only one type at a time;
-If youd want to, it is possible to deconstruct already built to swap them;
-Proposed turret types for building:
*PDF*
^Gattling Autocannon: Simple yet effective tripple barreled gun turret that is built in a group of three; rather good vs. all targets(both ground and air), mostly the lighter ones and infantry of course;decent range is a valor, but its paper thin-armor is a serious issue resulting from lack of space for anything more than truckload of 15mm rounds for the guns, therefore hostile long range weapons are a dangerous threat as large as the enemies heavy tank columns(but only if he can have any).
^Renegade Missile Platform: Every launched missile divides itself in mid-air, turning into a set of four micro frag rockets(made from its quad jet engine)and a guided mini HE seeker missile(the exposive warhead becomes it) so its possible to hit more than one enemy unit; superb effectiveness vs. light ground and air units; decent armor class and moderate fire rate(could been better) combined with a total of eight medium-long ranged missile racks(two missiles on each of four built turrets) make this structure a serious threat to both hostile groups and single units.
*ED*
^Turbo Laser Platform: Superior in both armor and weaponry, each of the three tower comes with a total of six lasercannons(quad lasercannon for ground forces, dual lasercannon for air units); excellent vs. infantry and other light units, though not good at all against the heaviest units; one of the main problems is the power shortage occuring in prolonged firefights, forcing a drastic rate of fire reduction that can doom you when last expected; another is the distortion of the beam focus on highest revolution which means lees damage on maximum range.
^Swarm Missile Pod: Standard six shot(2x3) missile launcher built in groups of three; interesting thing is the fact that the missiles have a very specific payload(HE charge inside a kinetic penetrator hidden in a cluster-frag casting), making it a good multi-purpose weapon; long range of the missiles combimed with their awesome offensive performance makes is valuable fortification; the only drawbacks are the extremely weak armor and its poor rate of fire.
*B5*
^Plasma Sprayer: Eighteen immobile barrels on a this flamethrower-esque structure release superheated gasses under extremely high pressure; very good vs. any armored unit, fantastic effectiveness against infantry; its unable to attack air units and has a rather short range, but the heavy armor can take many artillery shots and aircraft bombs, just enough to get rid of them before its too late; the three super flamers really fear nothing that can get in their range.
^Splasher Flak Cannon: One of the most traditional AA weapons modernized to its best; quickly downs aircraft by large shells filled with a plasma conainment pod, fired from the dual heavy cannon; there arent many air units that can survive more than five shots, since there are three cannons waiting for some hot wings of metal; when theres no aircraft nearby you can satisfy them with some cannon fodder by a ground aimed barrage; thats very usefull when something slow is coming but beware, if they come too close its over then; decent is a superlative for their armor class, just like slow is for their rate of fire(but at least its a double-shot).
*FoV*
^ETF(Explosive-Tipped Flechette) Scattergun: Nailgun, chaingun and shotgun combined into a nightmare of any soldier or any other low armored ground unit, but only a pesky annoyance to the heaviest armor; almost never shoots straight-forward but it doesnt matter, since the explosives hidden in each 10mm needle-esque cartridge do enough collateral damage for compensation, but tough luck for anyone actually hit by the projectile iself(and still not dead after that); Thick plates of armor dont allow for much degree of aiming upward so its anti-air role is severly limited; four of these turrets are a decent challenge to any attack force without artillery support, just watch for heavy units.
^EMP Rocket-Grenade Site: Simple short-medium ranged rocket-grenade launcher re-armed with EMP charge in place of traditional HE materials, upgraded with a primitive homing mechanism(allowing the projectile to curve toward intended target to reduce its chance to miss) is quite effective against most non-infantry targets; since the four turrets keep on stunning even the toughest tanks when focused on them it really helps a lot to have them ready when the enemy brings his heavier units. Shooting down air targets is hard, but not impossible if they fly alone; the armor class is better than average so try to not get surrounded and remember that stuning hostile units is not as good as destroying them(althogh still good).
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:also: Are you going to keep infantry squads or remove them? I need your answer for my other suggestions.
Edited by Destrukto, 03 March 2009 - 21:00.
#13
Posted 18 November 2008 - 18:13
If it's used the turrets will more than likely be rechosen/redesigned to fit better witht he factions.
<edit>
All basic infantry units are set up into three 'man' squads, but special infantry (such as the Darkshield Sniper) are single lone units.
Edited by Slye_Fox, 18 November 2008 - 18:15.
#14
Posted 24 February 2009 - 01:55
When captured, slightly increases the effects of unit upgrades/lowers cost of unit upgrades/unlocks new upgrades.
Armory
Upgrades or replaces a units weapon to/with something more powerful.
Nursery
Kinda crazy, produces domesticated (read: wild) animals.
Scrambler
Distorts enemy radar, either as a special ability or long term effect.
MagShield
A gigantic building housing a powerful electro magnet that will attract missiles to it, as well as weaken energy pulses (lazers, plasma).
Village
When captured, creates a steady stream of low power units (Natives) under your command.
Erm, if that's any help.
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#16
Posted 24 February 2009 - 21:52
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