Author Topic: New unit idea(s)?  (Read 9084 times)

Offline chemical_art

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New unit idea(s)?
« on: July 28, 2012, 07:59:07 am »
Combat engineer:

Researchable.

A hybrid of a builder and engineer. Can construct buildings without a command station. Cloaks. Has a much higher hp and radar dampening. Costs in K and in price a MK II engineer with a repair rate of a mk I. May or may not have higher uncrackable marks.
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Offline Mánagarmr

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Re: New unit idea(s)?
« Reply #1 on: July 28, 2012, 08:01:15 am »
*Jedi handwave* Mantis!
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Offline Kahuna

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Re: New unit idea(s)?
« Reply #2 on: July 28, 2012, 10:44:28 am »
Bonus ships for the player
Armed mobile repair station. An armed version of MRS. Has medium range lasers and a shield about same size with the Shield Bearer to protect friendly ships and to make it possible to repair.. Starships for example.. in combat. It's also armored and has high health.

Plasma Howitzer. A human version of Zenith Bombard and a mix of Bomber and Plasma Siege Starship. MarkI: 600 armor, 330k health, ~16k range, ship cap 24+110k damage+20s reload=132k dps. 1,8 damage bonus vs Structural, Ultra-Heavy, Heavy, Artillery. Ammo type Energy Bomb. Hull type Artillery. Speed 50.

Mobile Battle Station. Fires multiple electric shots on medium range (6,5k?). 900 armor, 510k health, ship cap 19+3800x15 damage+ 8s reload=135375 dps. 1,8 damage bonus vs Swarmer, Ultra-Light, Light, Medium, Polycrystal, Ammo type Minor Electric. Hull type Medium. Speed 50.

Cluster Bomber(or Bombard?) is specialized in destroying lightweight ships from afar. 300k health, 1500 armor, speed 44, ship cap 24, 33k range, 7500x20 damage, 15s reload, 240000 dps, 1,4 damage bonus vs Swarmer, Ultra-light, Light, Refractive, Composite, ammo type shell.

Of course the stats and stuff could be changed. Just added them to tell what kind of ship it would be.

http://www.arcengames.com/mantisbt/view.php?id=9056
« Last Edit: July 28, 2012, 02:51:07 pm by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Kahuna

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Re: New unit idea(s)?
« Reply #3 on: July 28, 2012, 02:53:15 pm »
UPDATED:
New toys for the AIs
AI Interplanetary Cloaking Super Booster is a Cloaker Starship-like AI structure which cloaks all AI ships and guard posts (like Cloaker Starship) on the planet it is built on and on all adjacent planets. The stucture itself is visible. The cloaked ships and guard posts are revealed when they shoot or are in range of a tachyon beam.

AI Data Bank. The player can destroy the AI Data Bank to capture 2k Knowledge. Destroying the AI Data Bank also increases the AIP by 15. Is captured on planet ownership change and can be destroyed by scrapping. The AI ships wont attack it. Capturing a planet increases the AIP by 20(CS+WarpGate) and allows the player to research 3k knowledge. 3000/20=150 = 150knowledge/1AIP. 2000/15=133 = 133knowledge/1AIP. The Knowledge captured from the AI Data Bank wouldn't be as "AIP efficient" as capturing a planet. But simply destroying it is easier and faster. The player would have to decide if 2k Knowledge is worth the extra AIP or not.

Core Black Hole Machine/Interplanetary Black Hole Machine is a very powerful Black Hole Machine used by the One-Way Doormaster on some of it's Core planets. Perhaps home planet only. If the Core Black Hole Machine was on the home planet it would make escaping from the other Core planets impossible. The player would have to go to the home planet and destroy it just like any other Black Hole Machine. The Core Black Hole Machine is just interplanetary. If planet B is the home planet and has the Core Black Hole Machine. Planet A is a Core and next to the planet B. It wouldn't allow the player to escape from the planet B. But it would allow the player to go towards the Black Hole Machine, to planet A. One-Way Doormaster would have a chance of spawning a Core Black Hole Machine on it's ally's home planet too.

Cloaker Guardian is an armed AI version of the Cloaker Starship. It cloaks near by AI ships and is cloaked itself. 6k/7k/8k/9k/10k cloaking range depending on Mark level. MarkI: has 800k health and 300 armor, regen time: 90:00, uses 1250 energy, fires a medium range laser: 5k range, 40k damage, 1s reload and 300 armor piercing. Damage bonus of 3 vs Swarmer and Artillery. Movement speed: 68. Armor type: Refractive. Engine health: 100k. Radar Dampening Range 8,000. Immunities: Speed Boosts Tractor Beams Reclamation Paralysis Attacks Transport Swallow Being Insta-Killed Mines.

Reinforcement Guardian increases the amount of reinforcements by 50% on the planet it is on. Stacks with the AI Troop Accelerator. Support Corps and Shield Ninny AIs would spawn more Reinforcement Guardians than other AI types. Support Corps and Shield Ninny could spawn these on their ally's planets too. MarkI: has 1,119,921 health and 300 armor, regen time: 90:00, uses 1250 energy, has a powerful multi-targeting energy burst system with 6k range, 10kx15 damage and 3s reload time. Damage bonus of 2 vs Ultra-light, Neutron and Artillery. Movement speed: 56. Armor type: Composite. Engine health: 100k. Immunities: Black Hole Machines Speed Boosts Tractor Beams Reclamation Paralysis Attacks Transport Swallow Being Insta-Killed.

Protector/Defender Guardian protects nearby (5k/6k/7k/8k/9k range) AI ships by absorbing 50%/60%/70%/80%/90% of the damage they would take. Defensive AI types like Turtle and Shield Ninny would spawn more Protector Guardians than other AI types.. MarkI: has 1,119,921 health, 600 armor, regen time: 90:00, uses 1250 energy, fires medium powered shells at medium range: 5k range, 1kx10 damage, 1s reaload time. Damage bonus of 3 vs Swarmer, Ultra-light and 0.1 vs Command-Grade. Movement speed: 68. Armor type: Neutron. Engine health: 100k. Immunities: Fusion Cutters Speed Boosts Tractor Beams Reclamation Paralysis Attacks Transport Swallow Being Insta-Killed.

AI Core Defenders (or just AI Defenders) is an AI plot that can be enabled or disabled in the lobby when hosting a game. AI Core Defenders are very tough and powerful spacestations capable of teleporting and destroying an entire fleet alone (something like Avenger/H.K./Armored Golem and about size of a Beachhead). The AIs built them to protect their Core planets. They are only located in the Core planets adjacent to the home planet. There would be a Core Defender Radar/Scanner/Beacon/whatever on the home planet which would alert all Core Defenders from all adjacent Core planets to defend the home planet. Any military ship would trigger the alert. This way the player wouldn't be able to ignore the Defenders and would be encouraged to destroy all Core Defenders one by one. As fighting against all of them at once on the home planet could be a very bad idea. If the Core Defender Beacon is alerted and the player's attacking ships are destroyed the remaining Core Defenders would attack the player's Home Command Station. Since the Core Defenders move by teleporting they could potentially end the game right there before the player has rebuilt all ships.
AI Core Defender stats:
Ammo Type: Energy Wave
Armor Type: Ultra-Heavy
Immunities: Area Damage, Fusion Cutters, Minor Electric Ammo, Black Hole Machines, Attack Boosts, Armor Boosts, Radar Dampening, Speed Boosts, Gravity Effects, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Regen Time 10:00.
Damage Bonuses: 1,4 Turret, 1,4 Ultra-Heavy, 1,4 Structural
Damage: 100k x 50
Attack Range: 10k
Reload: 1
Health: 400 Million
Armor: 4000
Speed: Teleports/50
Engine Health: Inf.
Single Ship DPS: 5 Million
Abilities: Major Electric On Destruction (MarkI Lightning Warhead), Cloaking Tachyon Beam Emission (20000 Range), Armor Piercing 4000
Energy Cost: 20k
AI Core Defenders would make the end game feel more like a "multi-stage boss battle" ;).


Of course the stats and everything could be changed.^^

http://www.arcengames.com/mantisbt/view.php?id=9114



EDIT: New ideas

AI Sensor Array (Defensive Raid Engines)
This could be a new AI type, AI plot, minor faction(?) or just a new building that is seeded when the map is generated. In my opinion AI Plot would be the best option.
AI Sensor covers the planet it's built on and all adjacent planets. It would also have planetary tachyon coverage on the planet it's built on. Player ships entering a planet covered by the sensor would cause all planets covered by that sensor to instantly spawn double reinforcements, to have the amount of reinforcements increased by 100% (Temporary (only when alerted) Intergalactic AI Troop Accelerator) and to go on alert. In addition to spawning normal reinforcement ships it would also spawn some Starships. All ships spawned by the Sensor would be normal guards and would defend the planet they were spawned on. Sensor reinforcements would be separated from the normal reinforcements and would have a cooldown similar to Raid Engines OR normal reinforcements. So entering, exiting, entering, exiting an AI planet covered by a Sensor would not make the Sensor spawn reinforcements every time. Like a defensive and less aggressive version of Raid Engine. If planet A has Sensor X and adjacent planets B, C and D. Player entering any of those planets (A, B, C or D) would cause all of them to get the reinforcements, to go on alert and get double reinforcements. Planet E with Sensor Z and adjacent planets F, G and H would not be alerted. Sensors could be placed on Core planets too.
Destroying a Sensor increases the AIP by 2. Sensors don't have weapons. They have Structural hull type, 6 million health, 2000 armor.

Data Bank Astro Train: "Very tough robotic courier. Has heavier turrets than normal astro trains, and so poses much more of a threat.
More importantly, they reveal any cloaked ships that come near and are used by the AI to transport information between Data Banks and Astro Train Stations. Destroy Data Banks and Astro Train Stations to re-route them. Can be destroyed to gain 1000 Knowledge."

MarkI: Hull type Commander-Grade, Health 30 million, Armor 1500, Speed 36, Tachyon Beam Emission (750 Range), Damage Bonuses 8 vs Ultra-Heavy and 8 vs Structural, Damage 5,200 x5,
Every map would have "number of planets / 20". 80 planet map would seed 4 and 120 map would seed 6. The player can destroy the Data Bank Astro Train to gain 1000 Knowledge.

Data Center Astro train: "Very tough robotic courier. Has heavier turrets than normal astro trains, and so poses much more of a threat.
More importantly, they reveal any cloaked ships that come near and are used by the AI to transport information between Data Centers and Astro Train Stations. Destroy Data Centers and Astro Train Stations to re-route them. Can be destroyed to decrease the AIP by 5."

MarkI: Hull type Commander-Grade, Health 30 million, Armor 1500, Speed 36, Tachyon Beam Emission (750 Range), Damage Bonuses 8 vs Ultra-Heavy and 8 vs Structural, Damage 5,200 x5,
Every map would have "number of planets / 20". 80 planet map would seed 4 and 120 map would seed 6. The player can destroy the Data Center Astro Train to decrease the AIP by 5.
« Last Edit: September 27, 2012, 11:09:01 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Coppermantis

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Re: New unit idea(s)?
« Reply #4 on: July 28, 2012, 11:18:05 pm »
Spire Lightning rod: High health but starts with low DPS. However, it attracts laser and minor electric ammo which do reduced damage. As it absorbs said shots, the DPS increases.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline KDR_11k

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Re: New unit idea(s)?
« Reply #5 on: July 30, 2012, 02:20:23 pm »
The last time I suggested units it resulted in some of the nastiest units in the game (Spirecraft Martyr, Stealth Battleship, Beachhead). Maybe it's better if I abstain for now (I do have plenty of suggestions on Mantis already anyway).

Offline keith.lamothe

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Re: New unit idea(s)?
« Reply #6 on: July 30, 2012, 02:22:42 pm »
The last time I suggested units it resulted in some of the nastiest units in the game (Spirecraft Martyr, Stealth Battleship, Beachhead). Maybe it's better if I abstain for now (I do have plenty of suggestions on Mantis already anyway).
Not many games where one has to worry about that ;)

We'd already picked out the bonus types and such we plan to add for the expansion a while ago, but with one or two exceptions they were picked from mantis so having these in there is certainly not a bad thing for the future.
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Offline platinawolf

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Re: New unit idea(s)?
« Reply #7 on: August 01, 2012, 06:17:59 am »
Repair Drone.
30 M/C cost, 1 sec built-time, Nenzul Enclave only
30 secs lifetime, unlock mk 1 and 2 when you unlock Engineer MK 2. Repairs at 0.1X normal speed outside of supply, inside supply repairs at 1X rate. Can't help build, only repair units. Movement speed like the other Drone's (96 if memory recalls).

That way, if you can get the Enclave to a safe spot they can rebuild and repair without having to return to "home soil". *Puppy eyes* Pleaasee?

Offline Faulty Logic

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Re: New unit idea(s)?
« Reply #8 on: August 01, 2012, 08:07:59 am »
AI messenger guardian: when freed, attempts to escape to an AI HW. If it arrives, the AI sends a wave, initializes a cpa, gets AIP, or worse.

AI subcommander guardian: when goes around collecting ships from other planets until it has a decent (to crushing) fleet, then attacks.

AI raid engine guardian: like a raid engine, except only for the planet it is on, no AIP.

AI supereye: 10 total minutes with player military presence on its planet causes AI to free all ships in the galaxy.

Advanced Starship Factory: guess.

All of the AI ships suggested here are to make offense more dynamic and more difficult, as almost every planet is trivial to take beyond the first one, even on high difficulties against defensive AI.
« Last Edit: August 01, 2012, 08:26:06 am by Faulty Logic »
If warheads can't solve it, use more warheads.

Offline keith.lamothe

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Re: New unit idea(s)?
« Reply #9 on: August 01, 2012, 08:56:29 am »
AI supereye: 10 total minutes with player military presence on its planet causes AI to free all ships in the galaxy.
Generally the AI focuses on enemy belligerents and refrains from violating the common-practice rules of AI warfare.  Targeting the local peasantshardware is just bad news ;)
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Offline Kahuna

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Re: New unit idea(s)?
« Reply #10 on: August 01, 2012, 09:25:54 am »
What kind of ideas you are likely to pick and put into the game? Do they have to be completely new and unique (but not TOO unique or weird)? Or does it just have to sound good and something that could work and wouldn't imbalance the game?
ps. I updated my "New stuff for the AIs" list^^
« Last Edit: August 01, 2012, 09:38:26 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline keith.lamothe

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Re: New unit idea(s)?
« Reply #11 on: August 01, 2012, 10:29:13 am »
What kind of ideas you are likely to pick and put into the game? Do they have to be completely new and unique (but not TOO unique or weird)? Or does it just have to sound good and something that could work and wouldn't imbalance the game?
For a bonus ship type nowadays it has to be genuinely new in at least one significant aspect or there's not much point in adding it to an already-huge list.

For other stuff, well, it needs to be new in some sense or why is it going in, etc.  But there are lots of ways of remixing existing stuff to produce interesting results.

It also has to be not insane in terms of performance (CPU/memory) cost, and to have a benefit proportional to its performance cost.  The various proposals over the years for Damage-over-Time weapons, for example, fall in the category of things which are cool enough to implement if the performance cost was low, and have a performance cost that is high but not insane and thus acceptable if the payoff was really cool, but the combination of only-moderately-cool and high-performance-cost kills its chance of getting by us ;)

And naturally it has to be not insane in terms of development effort required.

And yes, balance is important.  Just about anything can be balanced if it's cool enough, though (see Botnet Golem, though obviously the jury is still out on that being balanced yet).
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Offline KDR_11k

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Re: New unit idea(s)?
« Reply #12 on: August 01, 2012, 01:41:13 pm »
Redneck battlestation: Sets up fort next to a wormhole and goes "dynamite fishing" (throws explosives through the hole).

(Yes I know you don't want cross wormhole attacks, this is mostly a joke)

Offline chemical_art

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Re: New unit idea(s)?
« Reply #13 on: August 01, 2012, 01:43:08 pm »
(pie in the sky dreaming here)

If you ever manage to get attack to go through a wormhole (even if it is dedicated units who only do that) you can have some intense siege warfare going on.
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Offline Kahuna

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Re: New unit idea(s)?
« Reply #14 on: August 01, 2012, 02:18:31 pm »
Redneck battlestation: Sets up fort next to a wormhole and goes "dynamite fishing" (throws explosives through the hole).

(Yes I know you don't want cross wormhole attacks, this is mostly a joke)
lmao this is genius!
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!