Ahh...now I remember...I was pondering over the different roles of all the current units as a hobby and one day I just thought of the siege tank and went, "There's nothing like the siege tank." but realized that wasn't true. I called that role the Artillery unit. Yes, we need an artillery unit...I have some thoughts...
-Slow 6 legged walker with a big cannon with 2 barrels on its back
-2 large shells shot from each barrel per shot that flies over the map to the target slowly...until it lands
-2 large explosions on impact dealing a small amount of aoe similar to siege tank
-Doesn't come with shield, but in return for its slow moving self, it comes with heavy plating that gives it 1-2 armor and about...250 or so life?
Although...the archon is the only heavy ground unit for protoss that has an anti air weapon. Stalker is decent in late game, but archons are good too, only weakness is that short attack range and their bulkiness. Plus colossi are easily beaten by anti air or anti ground units. I don't understand why people don't use archons more often. Anyway...one thing that would make the game even with all races is a long ranged siege weapon for this race. Not sure if you have one yet, but the terrans have siege tanks, protoss have colossus, and zerg have brood lords and are coming out with the swarm host...maybe...but I'm thinking if you don't have one, that this race should have a siege unit.
Just because the command center structure is so large and you constantly need to gather resources and it'd be too powerful to have workers gather resources even when burrowed, I think the town hall structure shouldnt be able to cloak period. However, military buildings and population structures might make a little more sense. Research buildings shouldnt be able to use this either. Defensive structures...maybe... Other than that all other structures shouldn't either. I think that clears all the buildings.
Congratz on 3000 posts...anyway, maybe we could set it up more like the zerg where it adds these buffs for each level. Maybe on first upgrade it adds the bunker thingy but nothing else changes. Then the third allows the town hall to construct some of the super basic structures in a small radius around it.
Perhaps 1 mode could make it combat oriented. Maybe it can store units inside that can fight but in return it can't construct anything or something. Then a second mode could allow it to construct buildings but instead lose its ability to harvest resources. Just some thoughts...
Seriously, what's up with the "sacrifices". This isn't like some cultist race, it's robots. Could you explain why robots "sacrifice" themselves to upgrade other robots?
I would give some of the casters, ranged and melee attackers, and some of the buildings some shields. It depends on what the unit or building is though. Example: A melee combat unit would probably have shields at T1 or so. The primary town hall would also probably have a shield. Maybe some of the defenses could have shield too. I was also thinking maybe we could have a building that comes with like repair drones that float around and when a nearby damaged unit comes by it can be repaired in return for the building's energy. What do you guys think of those ideas?
Not sure if you guys have this already, but I was thinking of splitting the worker roles. The mining robot would do all the mining for the race. However, there would also be a construction robot. This would construct buildings and repair buildings as well. However, I thought to myself of the other uses this could have. So, I decided the construction robot could also repair damaged robots. So it would kind of be like a medic too. You would have to buy them separately, but they would also be better at what they do. What do you guys think?
Some of these aren't literal. The terran ghost isn't an invisible spirit. The Viking isn't a half naked raider in snow. And the Thor isn't a real god of thunder. These are nonliteral names. I thought most of them were pretty good.
Edit: And I see the Paladin as a warrior fighting for peace. Therefore I see the robotic paladin as a t1 or t2 heavily armored robotic security warbot. I don't see how you don't see its potential.
Ahh...now I remember...I was pondering over the different roles of all the current units as a hobby and one day I just thought of the siege tank and went, "There's nothing like the siege tank." but realized that wasn't true. I called that role the Artillery unit. Yes, we need an artillery unit...I have some thoughts...
-Slow 6 legged walker with a big cannon with 2 barrels on its back
-2 large shells shot from each barrel per shot that flies over the map to the target slowly...until it lands
-2 large explosions on impact dealing a small amount of aoe similar to siege tank
-Doesn't come with shield, but in return for its slow moving self, it comes with heavy plating that gives it 1-2 armor and about...250 or so life?
@DrSuperEvil: Go
Although...the archon is the only heavy ground unit for protoss that has an anti air weapon. Stalker is decent in late game, but archons are good too, only weakness is that short attack range and their bulkiness. Plus colossi are easily beaten by anti air or anti ground units. I don't understand why people don't use archons more often. Anyway...one thing that would make the game even with all races is a long ranged siege weapon for this race. Not sure if you have one yet, but the terrans have siege tanks, protoss have colossus, and zerg have brood lords and are coming out with the swarm host...maybe...but I'm thinking if you don't have one, that this race should have a siege unit.
@DrSuperEvil: Go
He's not lazy he just doesn't have the time...in fact...I thought we the mappers had to modify it ourselves.
All races have some kind of defense that is pretty much a 1-1.5 tier defensive weapon. A 1.5 tier air unit could work.
@SoulFilcher: Go
Just because the command center structure is so large and you constantly need to gather resources and it'd be too powerful to have workers gather resources even when burrowed, I think the town hall structure shouldnt be able to cloak period. However, military buildings and population structures might make a little more sense. Research buildings shouldnt be able to use this either. Defensive structures...maybe... Other than that all other structures shouldn't either. I think that clears all the buildings.
Congratz on 3000 posts...anyway, maybe we could set it up more like the zerg where it adds these buffs for each level. Maybe on first upgrade it adds the bunker thingy but nothing else changes. Then the third allows the town hall to construct some of the super basic structures in a small radius around it.
Perhaps 1 mode could make it combat oriented. Maybe it can store units inside that can fight but in return it can't construct anything or something. Then a second mode could allow it to construct buildings but instead lose its ability to harvest resources. Just some thoughts...
Seriously, what's up with the "sacrifices". This isn't like some cultist race, it's robots. Could you explain why robots "sacrifice" themselves to upgrade other robots?
@SoulFilcher: Go
You could make the turret start off as simple, then allow it to be upgradeable into something more complex.
@jaxter184: Go
Great Idea, love it.
For tiers I'd do something a little more with a little more freedom...
"Barracks"Unlocks:
-"Reactor"
-Tier 1
-"Factory"
"Factory"Unlocks:
-Tier 2 air units
-"Tech Lab"
"Reactor"Unlocks:
-Tier 2 ground units
"Tech Lab"Unlocks:
-"Armory"
"Armory"Unlocks:
-Tier 3 all
I would give some of the casters, ranged and melee attackers, and some of the buildings some shields. It depends on what the unit or building is though. Example: A melee combat unit would probably have shields at T1 or so. The primary town hall would also probably have a shield. Maybe some of the defenses could have shield too. I was also thinking maybe we could have a building that comes with like repair drones that float around and when a nearby damaged unit comes by it can be repaired in return for the building's energy. What do you guys think of those ideas?
New IDEA! I think it's a pretty good one too.
Not sure if you guys have this already, but I was thinking of splitting the worker roles. The mining robot would do all the mining for the race. However, there would also be a construction robot. This would construct buildings and repair buildings as well. However, I thought to myself of the other uses this could have. So, I decided the construction robot could also repair damaged robots. So it would kind of be like a medic too. You would have to buy them separately, but they would also be better at what they do. What do you guys think?
@DrSuperEvil: Go
Mutants from the new X-Men claim that mutants were born from the atomic bombs during WWII.
@DrSuperEvil: Go
New ideas, tell me whenever you get around to it that these suck too.
I looked into more stealth-like names...
Shade, Mirage (Name), and Phantom.
Also, new building idea. How about some kind of teleportation device similar to the nydus network? That'd be interesting...
@DrSuperEvil: Go
Some of these aren't literal. The terran ghost isn't an invisible spirit. The Viking isn't a half naked raider in snow. And the Thor isn't a real god of thunder. These are nonliteral names. I thought most of them were pretty good.
Edit: And I see the Paladin as a warrior fighting for peace. Therefore I see the robotic paladin as a t1 or t2 heavily armored robotic security warbot. I don't see how you don't see its potential.