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The Unit "Think Tank"

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  • The Unit "Think Tank"

    - Psychic - a unit that is devoted to being psychic for the paticluar government. He/She is sort of like a spy yet doesn't do any damage. He/She only finds out information about the other faction(s).

    - Spy - A unit that Sabotages other factions plans and/or anything else. Also can be used for informational purposes yet does not do it well.

    ~Added ones~

    - transport helicopter
    (can transport one infantry unit X tiles away. cant land on slopes, sea, 'fungus', tile occupied by another player, can take of from carrier)

    - fighter
    (airunit for air-to-air combat [100%], can take of from carrier)

    - attackplane
    (airunit for air-to-air[40%] and air-to-ground[60%] combat, can trake off from carrier)

    - bomber
    (airunit for air-to-ground[100%] combat, cant take off from carrier)

    - support ship
    (supplies ships)

    - escort ship
    (fast, light armored ship to escort carrier, support ships and landers)

    - landingcraft
    (can carry X units over shallow waters)

    - transport ship
    (supplies ships[10%],ground[10%] units, transports X units over all sea tiles)

    - Infantry: Guys with guns. Depend on terrain for most of their defensive skill, with armour playing only a small role.

    - Rovers: Quads, trikes and bikes. Fast, and reasonably deadly, especially over flat ground. Little armour, and much less ability to use terrain defensively.

    - Mechanised infantry: Guys with guns in armoured vehicles. Reasonable armour, and able to use terrain quite well. Much faster than infantry, slightly less than the rover.

    - Armour: Tanks. Powerful weapons, strong armour, pretty fast. Can't use terrain very well.

    - attacksub
    (invisible for surface-radar, can only be spotted by X type units, can only attack naval units[100%])

    - tacticalsub
    (invisible for surface-radar, can only be spotted by Xtype units, can only attack naval units[30%], can launch any missile[70%])

    - commandship
    (naval unit that can only be build ones for every 10 other naval units in your military, give a morale + modifier to ships in X tile radius, and sees submarines in the direct area)

    - transporters
    (airunit for transport of tanks[85%], supplies[15%] bases and groundunits, cant land on carrier)

    - C[lose]A[ir]S[upport] unit
    (airunit for support of ground units, air-to-ground attack against units that are not in a base is 150% of normal)

    - Skimmers: Very lightly armoured boats. Can't travel across oceans, only suitable for rivers and coastal areas. Able to use terrain effectively, only problem is that the sea is generally lacking in terrain. A naval equivalent of infantry.

    - Hydrofoil: Speedy, oceangoing boat. Not much in the way of weapons, but tougher than the skimmers.

    - Destroyer: Medium armour, little terrain using ability, plenty of weapons. Fast.

    - Cruiser: Heavy armour (including a double-hull option), unable to utilise terrain, cramed with weapons. Quite fast.

    -Cargo Plane:
    Carrying troops, Vehicles, and so forth. Similar to the C-130 yet more advanced.

    - Carrier sub: A large submarine that can be equipped with strike subs, aircraft, helicopters or missiles, depending on what you fit to it. Terrain-using: poor.

    - Predator sub: A small/medium sized sub with a wide array of possible roles, including carrier sub killing, anti-aircraft duty, coastal attack and stealthy observation. Very fast. Terrain-using: good

    - Strike sub: A small sub which is treated like an underwater aircraft. Doesn't have the range of an aircraft, and can only travel through water, but is still deadly to shipping and coastal installations. Terrain-using: medium.

    - Flying sub: This is a machine that can swim through water and fly through the air. It's launched from a base or carrier. It can dodge air defences by going underwater, and sea defences by flying. Terrain using: medium.

    - Bubble sub: create gaseous bubble where it can move quickly almost like airplane. The disadvantage is that it generates like mad, giving away its position en-route.
    Scout blimp: early scouting aircraft. Slow, increased sighting radius...

    - Burrowing unit: can move underground. Can bypass city defenses, ignores zoc's...

    - "Spider-scout": fast (all terrain as flat), has multiple attacks (?)...

    - Von Neumann nano probes: A mini device used to explore, and spy. More information on this unit is located in this thread.

    -Task force unit: A Task Force such as "The Delta Force" in USA. This unit would do a variety of Special Operations

    -Demolition Squad: This unit would go and blow up different enemy buildings such as improvements that were made upon the land. They would do it better than a regular unit.

    -Terrorists: A neutral unit that would be roaming the globe destroying things much like mindworms in SMAC. These terrorists would do massive damage to everything.

    -J.B.-
    Last edited by Jeremy Buloch; December 28, 2002, 05:41.
    Naval Imperia Designer

  • #2
    before i post a lot of units i can think of....are we talking about units (a la civ) or are we talking about cassis (a la SMAC!)
    Bunnies!
    Welcome to the DBTSverse!
    God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
    'Space05us is just a stupid nice guy' - Space05us

    Comment


    • #3
      Regarding the espionage units I must note that the espionage discussion in general is the key for that, so no conlusions about that yet. Those are "maybe" units.

      DBTS,

      terrestial units (~ Civ).
      "Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver

      Comment


      • #4
        no designshop?

        ok here we go:

        transport helicopter
        (can transport one infantry unit X tiles away. cant land on slopes, sea, 'fungus', tile occupied by another player, can take of from carrier)

        fighter
        (airunit for air-to-air combat [100%], can take of from carrier)

        attackplane
        (airunit for air-to-air[40%] and air-to-ground[60%] combat, can trake off from carrier)

        bomber
        (airunit for air-to-ground[100%] combat, cant take off from carrier)

        support ship
        (supplies ships)

        escort ship
        (fast, light armored ship to escort carrier, support ships and landers)

        landingcraft
        (can carry X units over shallow waters)

        transport ship
        (supplies ships[10%],ground[10%] units, transports X units over all sea tiles)

        MORE TO COME A LOT MORE TO COME!
        Bunnies!
        Welcome to the DBTSverse!
        God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
        'Space05us is just a stupid nice guy' - Space05us

        Comment


        • #5
          because this is a tinktank i was to ask to question about bombarding....:

          will bombarding only weaken the unit or could it destroy the unit also?

          i am for also destroying the unit...because if you do a carpetbombing of an area with on unit in it.....most of the soldiers will die...the rest that is left will not be able to act as one single fighting unit....with ships,tanks and airplanes we most ask ourselves: do they represent one ship or several? these are curcial things that needs to be cleared up...
          Bunnies!
          Welcome to the DBTSverse!
          God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
          'Space05us is just a stupid nice guy' - Space05us

          Comment


          • #6
            I agree with DBTS about bombardment with artillery or air units. The bombardment seen in Civ III was IMO a mistake and we shouldn't do it too. I.e. artillery and bomber units would destroy the unit (like in Civ II) and not just weaken it.
            "Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver

            Comment


            • #7
              i would like to suggest a bombardment system like in CTP i liked that one very much
              Bunnies!
              Welcome to the DBTSverse!
              God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
              'Space05us is just a stupid nice guy' - Space05us

              Comment


              • #8
                Early game:

                Infantry: Guys with guns. Depend on terrain for most of their defensive skill, with armour playing only a small role.

                Rovers: Quads, trikes and bikes. Fast, and reasonably deadly, especially over flat ground. Little armour, and much less ability to use terrain defensively.

                Mid game:

                Mechanised infantry: Guys with guns in armoured vehicles. Reasonable armour, and able to use terrain quite well. Much faster than infantry, slightly less than the rover.

                Armour: Tanks. Powerful weapons, strong armour, pretty fast. Can't use terrain very well.

                Late game: I have no preferences for this period.

                I'd suggest that mechanical units can be easily destroyed by bombardment, but infantry should be more difficult.

                Comment


                • #9
                  I will leave ground units to you all but here are some naval and air units:

                  attacksub
                  (invisible for surface-radar, can only be spotted by X type units, can only attack naval units[100%])

                  tacticalsub
                  (invisible for surface-radar, can only be spotted by Xtype units, can only attack naval units[30%], can launch any missile[70%])

                  commandship
                  (naval unit that can only be build ones for every 10 other naval units in your military, give a morale + modifier to ships in X tile radius, and sees submarines in the direct area)

                  transporters
                  (airunit for transport of tanks[85%], supplies[15%] bases and groundunits, cant land on carrier)

                  C[lose]A[ir]S[upport] unit
                  (airunit for support of ground units, air-to-ground attack against units that are not in a base is 150% of normal)
                  Bunnies!
                  Welcome to the DBTSverse!
                  God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
                  'Space05us is just a stupid nice guy' - Space05us

                  Comment


                  • #10
                    Yes I agree with You DBTS The artillery bombardment could work like this...


                    When a artillery unit fires it hits the other unit(s) and kills the majority of them. The survivals would run away back to a nearest city and stuff. But if there are border patrols and so on. The people will be caught and put back in service or they could be let in city. It could bring up a screen asking if they should be let in the territory. THis would only work for certain types of Governments that doesn't allow freedom and they have to have a border. I know this is a bit off topic but I made the thread.

                    -J.B.-
                    Naval Imperia Designer

                    Comment


                    • #11
                      Naval surface units:

                      Early game:

                      Skimmers: Very lightly armoured boats. Can't travel across oceans, only suitable for rivers and coastal areas. Able to use terrain effectively, only problem is that the sea is generally lacking in terrain. A naval equivalent of infantry.

                      Hydrofoil: Speedy, oceangoing boat. Not much in the way of weapons, but tougher than the skimmers.

                      Mid game:

                      Destroyer: Medium armour, little terrain using ability, plenty of weapons. Fast.

                      Cruiser: Heavy armour (including a double-hull option), unable to utilise terrain, cramed with weapons. Quite fast.

                      Late game: I'd expect mostly fast, submersible units by this time. I don't want to see battleships and super-carriers; I don't think a colonial society would be inclined to build such relics.

                      A radical idea: Scrap transport-type units, and just give every naval unit a carrying capacity. This would discourage cheesy scenarios with unarmed, unsupported transports unloading a ton of units, and would encourage players to build a proper fleet. It would also greatly improve the performance of any AI, and remove tedious 'transport guarding' tasks for the player.

                      Comment


                      • #12
                        about build carriers and battleships i think they would build them because if you havent got the time and resources to build a big enough army to control the entire planet in ones, then you will resort to a ship that can transport you availible army somewhere and deliver enough firepower to destroy the enemy.....


                        this i way i think colonial powers, ones estabilished, will resort to carriers and battleships so that they can deliver there limited power all over the world..
                        Bunnies!
                        Welcome to the DBTSverse!
                        God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
                        'Space05us is just a stupid nice guy' - Space05us

                        Comment


                        • #13
                          What's wrong with using smaller sized ships for power projection? Why build obselete hulks when small ships will do the job just fine? Not to mention that building a battleship/super-carrier fleet would cost the same as several army units. No navy on the world uses battleships, and only the Americans have super-carriers. Demanding the inclusion of battleships is akin to insisting on cavalry units, and any colonial society which managed to acheive an industrial capacity large enough to build 200,000t super-carriers would probably have progressed past the need to use them.

                          Games where you develop a technology tree have an unfortunate habit of having a linear progression from small units to monster units. StP would do well to avoid this cliche.

                          Comment


                          • #14
                            if you colonize a world you will have several spots where people settle only the best places will be settled and only after X years will the entire world be settled....so if you are at war you would need to travel a great distance.....airplanes will not have that range so they need a mobile airfield to operate of....a carrier....if you send 100 little ships that can be lost in a storm or a easy prey for airplanes you will lose a lot.....now i agree if you lose a battleship it is far more devestating...but they can be protected by a carrier and can bombard the coastline before the marines land....if you look at this for in the game bombardment has to work in the right way to allow battleships.........but just because we on earth dont use them doesnt mean new planets wont....i think they would use them much faster
                            Bunnies!
                            Welcome to the DBTSverse!
                            God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
                            'Space05us is just a stupid nice guy' - Space05us

                            Comment


                            • #15
                              if you colonize a world you will have several spots where people settle only the best places will be settled and only after X years will the entire world be settled....so if you are at war you would need to travel a great distance.....airplanes will not have that range so they need a mobile airfield to operate of....a carrier
                              There is no reason for conflict if there are huge distances between factions. Anyway, I don't have problem with small-sized carriers, it's super-carriers which I think are a poor idea for the game.

                              if you send 100 little ships that can be lost in a storm or a easy prey for airplanes you will lose a lot
                              I don't mean 100 little ships, I mean six normal sized ships. Battleships are sitting ducks for aircraft, that's one reason that they are not used.

                              but they can be protected by a carrier and can bombard the coastline before the marines land
                              Why can't cruisers and destroyers bombard the coastline? Seeing as how mostly missiles would be used, enormous battleship guns are unnecessary. And a carrier can protect smaller ships as well.

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