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put unit ideas here
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icarus
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Joined: 01 Mar 2004

Location: Olympia Washington



PostPosted: Tue Apr 19, 2005 8:12 am    Post subject: Reply with quote

lenghty charge up time

jams bolth sides

when used its intire area of efect is covered whith the fog of war (no los from afected units)

doesint work on some units
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Rup



Joined: 19 May 2003
Posts: 363
Location: London, UK



PostPosted: Tue Apr 19, 2005 8:26 am    Post subject: Reply with quote

plus either

1. only a short use (runs out of power, or the enemy crack the 'jam')
2. after some amount of time, enemy pinpoint the source of the jam - i.e. unit becomes visible to both sides - so they can shell it

Fog of war: agreed, affected units don't contribute to visible map but if you do clearly mark the effect area then the enemy can just shell the centre of it to try and destroy the jamming unit.
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Lothar
Starscape Jedi
Starscape Jedi


Joined: 21 Dec 2003
Posts: 522



PostPosted: Tue Apr 19, 2005 9:06 pm    Post subject: Reply with quote

Well... as long as you designed it right... the jammer unit wouldn't actually harm enemy units, just make it so they can't be given orders. They could continue to follow previous orders, or they could try to target the jammer unit, or move back into communications range somehow, or whatever.

I'd give that unit a low amount of hitpoints, and probably make other units view it as a high-priority target if they could see it. Also make it expensive, and take a lot of research.

One possible weakness is to make it easy for plain old infantry to target it. Fancy radar systems have trouble, but if you can just look at it and shoot a rocket at it you can nail it.

I think you could give it a similar feel to the Arbiter from Starcraft -- it kind of messes with your ability to target in a particular area, but there are ways to counter it. It wouldn't disrupt anything sight-based, only radar-based or communication-based.
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icarus
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Joined: 01 Mar 2004

Location: Olympia Washington



PostPosted: Wed Apr 20, 2005 10:24 am    Post subject: Reply with quote

well back to ideas how bout some infantry portable missile systems


RPG
fires rocket propelled grenades
cheep
lightweight
not guided
high explosive
mead payload

LAW
single shoot disposable
cheep
lightweight
laser guided
shaped charge
heavy payload

bazooka
fires small missiles
expensive
mead weight
(fires more than one kind of missile)

heavy bazooka
fires mead missiles
expensive
heavy weight
(fires more than one kind of missile)

tripod missile launcher
fires large missiles
expensive
ex heavy (requires 3 men to carry, load, and fire)
(fires more than one kind of missile)

and now missiles

HE
for bazooka heavy bazooka and tripod
creates a large explosion
your basic multi porpoise round

HEAT
high explosive anti tank
shape charged anti armor rounds

shrapnel
for all missile launchers
creates a lot of shrapnlel for killing those annoying infantry

S.M.A.S.H*
for the tripod missile launcher
splits into 6 smaller missiles whith a combination of shaped charge and high explosive warhead


*i nead more help whith another acronym
the SM stands for sub munitions
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Kythorak



Joined: 22 Apr 2005
Posts: 37
Location: Starscape RPG



PostPosted: Sat Apr 23, 2005 1:26 am    Post subject: Reply with quote

Comm Jammer
Slow-moving, lightly armoured truck with a Communications Jammer installed. Can be targeted at an area or an enemy squad, and the target unit will be disabled. Units in a target area will be delayed by a few seconds. (Orders are stopped/slowed, so the unit doesn't go... it's like internet lag)



EMP Blaster
Turret module for tanks (ideally takes up the main (upper) turret slot on tanks) that has a chance to temporarily disable a target mechanical unit. Basically, infantry are unaffected, but vehicles will grind to a halt and stop firing.



Laser Turret
Much like the Aegis Cannon from StarScape, a slow-recharge laser with a nice, hefty punch. Rips through anything it hits, particularly tanks. Tank Turret, like the EMP Blaster.



Bunker Buster
Missile/Bomb type for aircraft. Obliterates structures and any units hiding within them.

Fuel Air Bomb
Bomb for aircraft. Spreads fuel over an area, which is then ignited by the main bomb exploding. Lethal, can severely damage even the toughest of tanks.

Sandbags
Infantry Special; Infantry unit can dig in and use sandbags for a damage reduction. Slower when moving and can't move whilst dug in.

'Dozer Vehicle
Lightly Armoured Special Vehicle that can raise or lower terrain, as well as dig trenches. This is assuming terrain is deformable either through special abilities or explosions.

"Groundshaker" Mortar/Light Artillery
Moderately fast, weakly armoured vehicle. Armed with a low-power artillery cannon, mainly for harassing logistics units and unprotected other units. Doesn't need to deploy to fire, hence the low strength of the shell.



EDIT: Added example renders.
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remmon



Joined: 28 Apr 2005
Posts: 2



PostPosted: Thu Apr 28, 2005 2:59 pm    Post subject: Reply with quote

Let me just get this correctly. You want a unit that will jam communications.
In order to jam communications, it would have saturate the bands used to communicate with electronic noise, there are several ways to do this. Either by jamming those bands you know the enemy is using (the enemy will have to try and find a band that you aren't jamming, which would take some time, after they find a new useable band your jammer would have to switch bands to jam that new band, obviously leave other bands WIDE open)

In this case, your own units will be aware of the bands that have been jammed, and more importantly the bands that haven't been jammed. A unit working in this manner could have a quite large range without being to expensive, because it can only generate its effect for a short time (say 30 seconds?).

On the other hand is a broad-spectrum jammer. Just toss out loads of noise on every possible frequency, making all communication impossible inside the area of effect. Can't be countered but such a unit would be lit up like a christmas tree, making it an easy target for units equipped with a seeker for this (think HARM missile).

Obviously I can see that both types could be REALLY irritating, but both would also require some skill and timing to use. Trigger your jammer to early and it'll dead/useless before your units can destroy the enemy, which will result in your units getting shot back at.

When triggered at the right time, your forces could (using pre-set commands for the broad-spectrum jammer) take out the enemy units 1 by 1 while they can't communicate with eachother, making spotters and remote-called support useless.
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Kythorak



Joined: 22 Apr 2005
Posts: 37
Location: Starscape RPG



PostPosted: Thu Apr 28, 2005 4:51 pm    Post subject: Reply with quote

And also take in mind that this game has Mechs, so I'm sure there's a much easier way than just blocking one frequency (or more) at a time. The whole point is, the Jammer can only hit a small area or a single unit at any one time. A single unit is unable to receive orders, and any units in an area are slowed. Don't ask me how it works, it's a unit concept.

It is, effectively, much like the EMP Blaster turret below, but it works against infantry and over a much longer range. For a direct attack, ideally the Jammer must have it's OWN LoS to the target (that is, not that of a spotter) which means it will have to put itself in danger to immobilise a unit.

Perhaps, though, it would have a "power limit" which, once used, slowly recharges back to full power. Once the power limit is drained, bam, it can't jam until it's recharged to 100% again.
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Weeble
Starscape Jedi
Starscape Jedi


Joined: 25 Apr 2003
Posts: 1143
Location: Glasgow, Scotland



PostPosted: Thu Apr 28, 2005 7:20 pm    Post subject: Reply with quote

I think the bulldozer idea has potential. Even if the game doesn't have that degree of deformable terrain, I'm sure there's other things a bulldozer would be good for - knocking down fixed emplacements, breaking through enemy lines by displacing units, or just creating temporary barriers. It would have a nice distinctive appearance, and that's something that's really important in an RTS. There's nothing worse than having a whole bunch of units that look much the same.
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Kythorak



Joined: 22 Apr 2005
Posts: 37
Location: Starscape RPG



PostPosted: Fri Apr 29, 2005 5:00 am    Post subject: Reply with quote

Weeble wrote:
I think the bulldozer idea has potential. Even if the game doesn't have that degree of deformable terrain, I'm sure there's other things a bulldozer would be good for - knocking down fixed emplacements, breaking through enemy lines by displacing units, or just creating temporary barriers. It would have a nice distinctive appearance, and that's something that's really important in an RTS. There's nothing worse than having a whole bunch of units that look much the same.


Alternately, you could spin off the design into some sort of "Battle Bulldozer", heavily armoured, melee infantry/mech masher, complete with a big front plate instead of the scoop, covered in spikes... etc. etc. You get the idea... lots of things for mushing up infantry and Mech's ankles.

Or you could fit a mine-flail attachment to the front to make it into a minesweeper. Smile

EDIT;

Here's a little concept of mine for the normal Bulldozer. I tried to give it a Starscape-y feel (see cockpit/control center) but my modelling program isn't very complex at all, so it wasn't easy.



Any renders are just my concepts of how I think it'd look, I have nothing to do with Moonpod at all... apart from the fact I have Starscape and post here, of course. Wink


Last edited by Kythorak on Fri Apr 29, 2005 5:16 am; edited 1 time in total
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Poo Bear
Pod Team
Pod Team


Joined: 14 Oct 2002
Posts: 4121
Location: Sheffield, UK



PostPosted: Fri Apr 29, 2005 5:03 am    Post subject: Reply with quote

One of the tank addons is a bulldozer blade, the idea behind that is:

1. to reduce the damage mines cause by detonating them in front of the tank.
2. to kill infantry and small vehicles that get in front of the tank.
4. to be able to clear trees more easily so the tank can go through wooded areas faster.
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Kythorak



Joined: 22 Apr 2005
Posts: 37
Location: Starscape RPG



PostPosted: Fri Apr 29, 2005 5:17 am    Post subject: Reply with quote

I think you can see it on the Swiss Army Tank, correct? :)
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OvermindDL1



Joined: 29 Mar 2004
Posts: 138



PostPosted: Fri Apr 29, 2005 6:06 pm    Post subject: Reply with quote

In outpost2 (not outpost that one sucked), buildings were built faster when the terrain was bulldozed. All bulldozing did was change the texture to be smoother.
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12Shark



Joined: 30 Jun 2005
Posts: 1



PostPosted: Fri Jul 01, 2005 1:00 am    Post subject: Reply with quote

What about a sort of 'entrenchment infantry equipment' group, one that isn't quite a meatshield?

Essentially, they reveal their position (when setting up) to anyone within a certain radius, and take a while to set up, but once done, can hail all sorts of long range heavy weapons fire onto the hapless unit that gets spotted, not to mention from behind a sort of barrier.

They would need a fully staffed squad to set up (properly), but only a few to man it once ready.

Also, support entrenchers, infantry that carry things like radars and artillery spotting equipment.

Note that the 'squaddie losses' only apply if the emplacement is attacked with small arms fire, not heavy weapons.

For entrenching, you could have:

Chainguns
Effectively, two squad members prepare the chaingun, whilst the other three put up barricades and tank-traps. It wouldn't take too long to set up, being only an anti-light vehicle weapon, but can pose as a real threat in groups. Obvious counter would be dozer tanks, as the shield would significantly reduce the penetration power of the bullets. Two infantry manning the gun, and the other three fight with whatever small arms they have. This would mean that the squad can lose up to three members without losing in efficiency, but if there is only one is left, there is a 1 second on - 1 second off cooldown. Can fire on aircraft.

Losses
1-3: Loss of small-arms support fire
4: ROF drops to 1 second of firing and one second reloading.
5: Weapon is unmanned and can be taken over by any other infantry.

Rapid Fire Medium Range Cannon
A five barreled rotary cannon that fires three shells (of varying type) per second, and can fire either directly, or in the case of fragmentation or explosive shells, lob them. When set up, also has a barrier of barbed wire (come on, they're carrying AT rounds!). Two infantry man the gun, one acts as spotter, and the other two act as loaders. The gunners are always given priority in case of loss of squaddies, but you can set secondary priority to loaders or the spotter. In the event of losing the spotter, there would be a noticeable loss of accuracy at range, whilst if one loses a loader, the fire rate drops to 3 per two seconds. Once both loaders are gone, one of the gunners must serve as a loader, and there is a drop to one shell/second. Should the squad drop to one member, then the fire rate drops two 1 shell/two seconds.

Losses
1-2: Loss of range or ROF drops to 3/2 seconds
3: ROF drops to 1/second
4: ROF drops to 1/2 seconds
5: Weapon is unmanned and can be taken over by any infantry

Beam Array
There is no barricade for this heavy beam weapon. The infantry set up two independant beam weapons and a generator. One squaddie maintains the generator, whilst two man each gun. Each gun fires once every two seconds. If one squaddie is lost, the ROF of one gun drops to 1 beam/4 seconds, and if two are lost, either one gun goes completely offline or both guns suffer the loss of ROF as when one squaddie dies. If the third squaddie is killed, then only one of the guns is left online, and fires as with the first loss. When there is but a single squaddie, the emplacement itself takes damage when fired. Can fire on aircraft.

Losses
1: ROF of one gun is lowered to 1/4s
2: ROF of the other gun is lowered to 1/4s or a gun goes offline and the other fires at full speed.
3: Only one gun is offline and fires at 1/4s
4: The emplacement takes damage every time it is fired.
5: The emplacement slowly takes damage until a squad commandeers it.

Howitzer
A towed artillery piece and a spotter. Takes almost no time to set up, but significantly slows down the carrying squad. Two squaddies man the howitzer, and another spots. The howitzer can be assigned to artillery or counter-battery mode, where it returns fire on any other mortars or artillery. Long ranged, and fairly cheap (dated technology). Fires once every 4 seconds. As with the chaingun, idle squaddies use whatever small arms they are carrying.

Losses
1-2: Loss of support fire.
3: If no nearby artillery emplacements, loss of range and CB ability.
4: ROF drops to 1/6 seconds
5: Emplacement is unmanned, etc.

Rail Artillery
Utilises rail gun technology to fire charges extremely long distances, and is towed like Howitzers. Almost identical to Howitzers, but also requires an additional squaddie to man the generator. It can not only lob, but can also fire at air units, and shoot straight, like a tank. Fires at same rate as Howitzer.

Losses
1: Loss of support fire.
2: If no nearby artillery emplacements, loss of range and CB ability.
3: ROF drops to 1/6 seconds
4: ROF drops to 1/8 seconds
5: Emplacement is unmanned, etc.

And a Support idea

Radar emplacement
Can be either a tower or a low radar. Radar towers are more fragile and visible from further, while a low radar has less ability to see over elevation (ie: a radar tower would help looking over a hill). Also serves as a spotter for nearby artillery, negating the loss of range and cb ability. Works properly until loss of all squaddies. All squaddies can provide small arms fire.
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