Ok... jythe's nice long list of suggestions.
Base Facilities:
-Needle/Linear Acclerator: Acts like Space Elevator in a single city: 1/2 to place satalites & allow orbitial insertian.
-Ultrasonic Generator: +2 drones -1 growth, no alien lifeforms can come within 3 squares of city.
-anti-missle installation: impoves chaces of units surviving missle attacks (maybe +100% defence vs missles only?)
-Gravity Lens. This is more of a satalite type, but would be VERY expensive per satalite (mabye 1000-5000 minerals). But each one can do several things at any given time:
Shade areas of the planet. Helps rainfall
Brigten areas of the planet (bonus to solar collectors), but causes a dougnut of shade proportional to just how strong you want the bonus.
Darkness: kill all sunlight for a region, kills off EVERYTHING in that area. Causes terrain type ICE.
Slag: brings a region to maybe a thousand degrees kelvin, causes terrain type SLAG.
Zap. Pinpoint attacks in individual squares or units.
Secret Project:
-nano virus: allows two new victory types, Kill Planet and Kill Terrans.
Chassis:
-true infantray (vs self-propelled weapons)
-25% attack, but ALWAYS takes damange as if hit by artillery
-native lifeforms as chassis types: would allow some modification to native lifeforms.
-fixed. Good for more complex sensors, fortress defence, ect. Cheaper then infantry but requires a transport to move.
Packages/Special abbilities.
-cyberworms: allows native chassis types to mount 'standard' equipment in addition to thier native attack. Attack type is chosen in same manor as nerve gass pods.
-nano-infiltration. One shot probe teams with less sucess but zero action cost. stopped by any nano-unit protecting the area.
-non terriformer fungacidal tanks: when time to remove fungus drops to 1 turn this would allow needlejets, artillery, and other such units to go around removing fungus.
-wormnets. Allows players with poor plant ratings to still have a chance of capturing mindworms.
Missle Packages.
-cruise missle. Ultra cheap to produce, but only acts as an artillery hit. Good for knocking out terrian improvments and such.
-fungus/anti-fungus warhead. Burst area of a PB but either places or removes fungus. Probably not all that healthy to forests and such either :>
-TAK-NUKE. Destroys all units at a location. Scorches the area, destroying all improvements.
-Starburst. Similiar to tak-nuke only in addition it converts the target tile into terrian type SLAG.
-THOR. missles with drop pods, only usefull if orbitial insertian is an option.
Aliens:
-planetformers. non-combat mindworm variant that goes around planting fungus. When in fungus it has a 25/75 chance of either breeding (becomes two) or moving. If in a non-fungus square it plants fungus.
-netted mindworms. Instead of destoying units, it takes them over. Then the unit goes around destroying things. Other factions have a % chance to tell if it's under mindworm control.
Terriforming:
cannals/bridges. Allow sea units to cross land and land units to cross sea. Limited to low level terrain and shelf sea tiles.
ICE. It's cold, it's wet, it's mostly useless, but on cold random maps it might just crop in.
SLAG. Terrian that's been utterly destoyed. This land will NEVER produce nutriants again, though solar pannels are still possible, and thier might be usefull minerials. Rivers, farms, ect NEVER add nutriants.
Nano-Wasteland. Regions where industrial nanos have gotten loose. units that touch the ground in these squares have a high chance of being destoyed. Spreads just like kelp or forest, destorying everythign it crosses. Must be destoryed via artillery or grav-terriformer. First created either through side-effects of a battle or industrial accedent, or maybe even placed purposly. Just to keep balance nano-wasteland can not cross oceans (maybe they don't like salt?)
Active Sensors: Acts as a normal sensor array with the following bonus: nanowasteland can not expand too within 2 squars.
Fortifications: walls and such, enemy units can not cross these tiles on land without destorying them first.
Yah I know it's a long list, but hopefully at least a couple of these sound intersting enough to get used...
Base Facilities:
-Needle/Linear Acclerator: Acts like Space Elevator in a single city: 1/2 to place satalites & allow orbitial insertian.
-Ultrasonic Generator: +2 drones -1 growth, no alien lifeforms can come within 3 squares of city.
-anti-missle installation: impoves chaces of units surviving missle attacks (maybe +100% defence vs missles only?)
-Gravity Lens. This is more of a satalite type, but would be VERY expensive per satalite (mabye 1000-5000 minerals). But each one can do several things at any given time:
Shade areas of the planet. Helps rainfall
Brigten areas of the planet (bonus to solar collectors), but causes a dougnut of shade proportional to just how strong you want the bonus.
Darkness: kill all sunlight for a region, kills off EVERYTHING in that area. Causes terrain type ICE.
Slag: brings a region to maybe a thousand degrees kelvin, causes terrain type SLAG.
Zap. Pinpoint attacks in individual squares or units.
Secret Project:
-nano virus: allows two new victory types, Kill Planet and Kill Terrans.
Chassis:
-true infantray (vs self-propelled weapons)
-25% attack, but ALWAYS takes damange as if hit by artillery
-native lifeforms as chassis types: would allow some modification to native lifeforms.
-fixed. Good for more complex sensors, fortress defence, ect. Cheaper then infantry but requires a transport to move.
Packages/Special abbilities.
-cyberworms: allows native chassis types to mount 'standard' equipment in addition to thier native attack. Attack type is chosen in same manor as nerve gass pods.
-nano-infiltration. One shot probe teams with less sucess but zero action cost. stopped by any nano-unit protecting the area.
-non terriformer fungacidal tanks: when time to remove fungus drops to 1 turn this would allow needlejets, artillery, and other such units to go around removing fungus.
-wormnets. Allows players with poor plant ratings to still have a chance of capturing mindworms.
Missle Packages.
-cruise missle. Ultra cheap to produce, but only acts as an artillery hit. Good for knocking out terrian improvments and such.
-fungus/anti-fungus warhead. Burst area of a PB but either places or removes fungus. Probably not all that healthy to forests and such either :>
-TAK-NUKE. Destroys all units at a location. Scorches the area, destroying all improvements.
-Starburst. Similiar to tak-nuke only in addition it converts the target tile into terrian type SLAG.
-THOR. missles with drop pods, only usefull if orbitial insertian is an option.
Aliens:
-planetformers. non-combat mindworm variant that goes around planting fungus. When in fungus it has a 25/75 chance of either breeding (becomes two) or moving. If in a non-fungus square it plants fungus.
-netted mindworms. Instead of destoying units, it takes them over. Then the unit goes around destroying things. Other factions have a % chance to tell if it's under mindworm control.
Terriforming:
cannals/bridges. Allow sea units to cross land and land units to cross sea. Limited to low level terrain and shelf sea tiles.
ICE. It's cold, it's wet, it's mostly useless, but on cold random maps it might just crop in.
SLAG. Terrian that's been utterly destoyed. This land will NEVER produce nutriants again, though solar pannels are still possible, and thier might be usefull minerials. Rivers, farms, ect NEVER add nutriants.
Nano-Wasteland. Regions where industrial nanos have gotten loose. units that touch the ground in these squares have a high chance of being destoyed. Spreads just like kelp or forest, destorying everythign it crosses. Must be destoryed via artillery or grav-terriformer. First created either through side-effects of a battle or industrial accedent, or maybe even placed purposly. Just to keep balance nano-wasteland can not cross oceans (maybe they don't like salt?)
Active Sensors: Acts as a normal sensor array with the following bonus: nanowasteland can not expand too within 2 squars.
Fortifications: walls and such, enemy units can not cross these tiles on land without destorying them first.
Yah I know it's a long list, but hopefully at least a couple of these sound intersting enough to get used...
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