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Senior Member
Re: The RTS (Simple Brainstorming)
The Barracks – Draconian Barracks
Description: The Draconians’ barracks is a moderately armed, climate-controlled living space. Intended for use in all sorts of environments, the barracks is even equipped with an airlock for vacuum or hazardous environments. A key code is required to gain egress, but the code is known to all Draconian soldiers, at least for normal barracks. However, no Draconian will ever reveal the code, even under the harshest torture. Elite unit barracks are given special key codes that only members of that unit are made aware of.
Stats:
Health: 1000
Shields: 10
Armor: None(Can be upgraded)
Cost: 150
Burst shields
Orbital drop: Units can be trained in, and dropped from, orbit. The requisite building must still be constructed on the surface, however, in order to house and resupply the army.
Units Produced:
Draconian Trooper (Basic Infantry)
Wardancer (Medic)
Shocktrooper (Heavy Infantry) - Requires Advanced Armoury (Mk 2 upgrade available)
Solaris Trooper (Advanced Infantry) - Requires Advanced Armoury
Draconian Sniper (Sniper) - Requires Advanced Armoury & Sniper Range
Aegis Trooper (Walking Tank) – Requires Advanced Armoury and Aegis Power Armour research
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Draconian Trooper - Basic Infantry
http://snowfyre.deviantart.com/art/D...7625183&qo=405
Description: The Draconian Trooper is the baseline infantry unit used by the Draconic Legions. Initially equipped with an ARK-27 carbine, this trooper is also equipped with basic armour protection; Draconian plastic-ceramic plating. The Draconian Trooper has several research upgrades, augmenting their attack and defence capabilities.
Stats:
Health: 45
Sheilds: 5
Armor: 5%(Upgradable)
Cost: 70
Damage: 8 (+4 in melee)
Range: 5 (air and ground)
Jump Infantry – can jump long distances: costs 15 energy
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Wardancer- Medic
(I’m having difficulty getting to the site the pics are on. I’ll add them later.
Description: The Wardancer is a female Draconian of a side species that fall under their jurisdiction. They’re only equipped with a “Fairy” handgun, a long, thick staff, light armour, and a gauntlet-mounted field medical unit initially, but they make up an important part of any army. Although all Draconians are equipped with “Shielded” weapons, the Wardancers are instead equipped with unique staves, which they use in close quarters. They also appear to dance during the middle of battle, making them a difficult target to hit.
Stats:
Health: 35
Sheilds: 5
Armor: 0%(Upgradable)
Cost: 70
Damage: -10 (Allied infantry only) 5 (+5 melee range)
Range: Melee
Jump Infantry – can jump long distances: costs 15 energy
Group drop – dropped from orbit in squads using a drop pod
Healing
Dancing Target – The Wardancer has a chance to dodge all incoming attacks.
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Description: The baseline Shocktrooper is equipped with an ARK-30 Assault Rifle, and Mk I Shock armour. Shock armour is heavy, semi-powered armour utilised by these elite troopers. The Grenade Launcher is equipped with specialised “Tankbuster” shaped-charge grenades, which are too powerful to be wasted on infantry. The unit can be upgraded with the Mk. II Shock Armour, and later with a RHMG (Rotary Heavy Machine Gun), although this research must be performed in the Advanced Base Lab special building.
Stats:
Health: 125 (upgradeable)
Shields: 10 (upgradeable)
Armor: 15%(upgradable)
Cost: 150
Damage: 10 (+10 vs. armoured)
Range: 5(Air and ground)
Jump Infantry – Can jump long distances; costs 20 energy
Heavy armour – Attacks that would knock the unit around have less effect: Passive
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Solaris Trooper - Advanced Infantry
Description:
Stats:
Health: 130
Shields: 20 (upgradeable)
Armor: 15%
Cost: 400
Damage: 10
Range: 6 (ground & air)
Flying – This unit is capable of sustained flight; Costs 1 energy per second.
Unassisted drop – This unit does not cost more when dropped from orbit. However, no drop pod is provided.
HVILAC snipe – The Solaris suit comes equipped with a hyper-velocity impact linear accelerator cannon (carried slung across the Draconian’s back), which they can use to snipe targets within a considerable distance; costs 30 energy, deals 50 damage to air or ground target. 1 minute cooldown.
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Draconian Sniper – Sniper
Description: The Draconian Sniper is a highly-trained, dedicated soldier equipped with a dual-purpose energy rifle. This is unusual among the Draconians, who normally favour projectiles, but the highly concentrated energy bolt cast from this gun isn’t affected by prevalent weather conditions, making it a superb sniper’s weapon.
Stats:
Health: 100
Shields: 10
Energy: 200
Armor: 0%(upgradable)
Cost: 300
Damage: 10(+10 vs Basic Infantry)
Range: 6(ground & air)
Cloak - 25 energy cost
Snipe - 45 damage to air or ground unit, 25 energy cost
Jump Infantry – The Draconian Sniper can make huge leaps; costs 15 energy
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Aegis Trooper – Walking Tank
Description: The Aegis power suit is a fairly recent development, and is only deployed on battlefields where commanders can prove that they can handle this rather unusual powered suit. The Aegis is the heaviest, most resilient powered armour suit that the Draconians have ever created. Although it technically possesses no Burst shields, it has a system based off the same technology that slows down incoming projectiles to minimise damage to the armour. It can be upgraded with a prototype nano-repair unit that continuously repairs battle damage taken by the suit. However, the suit’s occupant must be careful, else they’ll find themselves irrevocably fused with their armour.
Stats:
Health: 200
Shields: None
Energy: 200
Armor: 30% (Upgradeable)
Cost: 700
Damage: 10 (+30 in Artillery Mode)
Range: 6(ground & air) 20 (ground {See Suit Artillery})
Heavy armour (Aegis) - The Aegis suit is much slower-moving than most Infantry, but is effectively as tough as a tank. Due to its immense weight, effects and attacks that would normally knock infantry around have no effect.
Jump Infantry – The Aegis suit is equipped with thrusters, allowing it to jump huge distances in order to keep up with the more mobile members of the infantry. The impact of the landing may knock enemy infantry off their feet: Costs 50 energy.
Suit Artillery – the Aegis suit has an in-built artillery gun in the backpack, which can be used to bombard enemy units from afar. However, this also locks the suit in place, as the suit must be braced due to the massive recoil; if it was not, the suit’s wearer would be knocked onto their rear every time they fired the artillery gun.
(Just tell me if these are OPed, and I'll edit or delete them as necessary.)
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Beware, I live!
Re: The RTS (Simple Brainstorming)
Light unit factory:
For lack of infantry, the AGSF instead relies on small mechanical units to fill the role instead. It has considerably more of itself exposed to accelerate the production of units.
Health: 2000
Shields: 400
Armor: 25%, upgradeable to 60%
Cost: 250
Units Produced: “Zinger” light weapons platform, “Snaps” light tank, “Creeper” long range attacker, “Nobel” suicide bomb, “Wrench” assist droid.
+==========+
Zinger: This hovering object is the smallest the AGSF can reasonably put onto the battle field, being the size of a small VW bug. It is equipped with dual lancer rapid fire coil guns, giving it a bit of bite to its bark.
Health: 50
Shields: 15
Armor: 30% (upgradeable to 50%)
Cost: 150
Range: 5 (Air and land)
Damage: 6
Special ability:
Hover (Allows speedy traversing over land or water)
+==========+
Snaps: This small tank is larger than the Zinger, and runs on classical treads instead of hovering. It’s roughly the size of a minivan, and boasts a single, short range plasma cannon in addition to two lancers.
Health: 140
Shields: 50
Armor: 35% (Upgradeable to 60%)
Cost: 250
Range: 6 (Air + land)
Damage: 6 (Lancers) + 8 (Plasma cannon)
+==========+
Creeper: This 6 legged pick-up truck sized walker is designed to snipe targets from a ways away with its 3 m long coil gun.
Health: 120
Shields: 40
Armor: 30% (upgradeable to 50%)
Cost: 350
Range: 10 (I have no idea what units we’re using)
Damage: 12
Energy: 100
Special abilities:
All terrain, burrowing
Cloak: 25 pts
Supershot: 25pts (doubles range and damage for 2 shots)
+==========+
Nobel: This fast little hover drone is a kamikaze device, used generally for ambushes.
Health: 10
Shields: 5
Armor: 5%
Cost: 100
Range: 1 for maximum damage, 2 for half damage (Radius, Explodes on impact)
Damage: 150
Special abilities:
Hovering, Burrowing
+==========+
Wrench: This hover drone is used to help repair the mechanical units during or after battle. It uses a nanolathe stream to repair comrades.
Health: 50
Shields: 20
Armor: 30% (Upgradeable to 60%)
Cost: 200
Range: 2 (Air and ground)
Damage: None
Special abilities:
Heal, 6 p/s on friendly units
Hover
Brome Teks's Signature ________________________________
"Any technology, no matter how primitive, is magic to those that don't understand it." - Florence Ambrose
"Any magic, sufficiently analyzed, is indistinguishable from Science." - Agatha Heterodyne

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Lightfirean Vixen
Re: The RTS (Simple Brainstorming)
 Originally Posted by Arratra
Aegis Trooper =
Armor: 200 (Upgradeable)
Armor is based on a percentage of damage reduction, so 100 would be the max because it would mean 100% reduction, but you can't have it that high anyway. At max it shouldn't be more than 80% and no matter how high armor is a unit can always deal 1 point of damage towards another.
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Senior Member
Re: The RTS (Simple Brainstorming)
Oops. I'll fix that
Update: Done. Thanks for that. I thought that the Armour stat was a separate sort of health measurement. My bad.
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Elesh Norn, Grand Cenobite
Re: The RTS (Simple Brainstorming)
 Originally Posted by Arratra
Immovable – The Aegis suit is almost immovable due to its immense weight. The unit is extremely slow, but incredibly tough, and is unaffected by attacks or powers that would otherwise cause them to be shoved around.
Jump Infantry – The Aegis suit is equipped with thrusters, allowing it to jump huge distances in order to keep up with the more mobile members of the infantry. The impact of the landing may knock enemy infantry off their feet: Costs 50 energy.
Is it just me, or do these counter act each other?
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Lightfirean Vixen
Re: The RTS (Simple Brainstorming)
 Originally Posted by Nelle
Is it just me, or do these counter act each other?
Sort of. It would have been easier to say "Unit can't move, but can jump to locations at cost of energy"
However, there's something to be said for a unit just being wasteful, with stats and abilities like that it beats the basic point to having infantry, might as well make it a vehicle.
 Originally Posted by Brome Teks
Nobel: This fast little hover drone is a kamikaze device, used generally for ambushes.
Health: 25
Shields: 15
Armor: 25%
Cost: 100
Range: 1 for maximum damage, 2 for half damage (Radius, Explodes on impact)
Damage: 150
Special abilities:
Hovering, Burrowing
Sounds innocent and weak when you don't think about it, but once you do you realize this is overpowered. Need to do something to fix, no burrowing would be the best solution - or nearly no health and armor. Unless of course this is meant to be your very best unit you have
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Re: The RTS (Simple Brainstorming)
I'll reduce the health and armor, make it less a unit as much an unpleasant surprise.
Brome Teks's Signature ________________________________
"Any technology, no matter how primitive, is magic to those that don't understand it." - Florence Ambrose
"Any magic, sufficiently analyzed, is indistinguishable from Science." - Agatha Heterodyne

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Senior Member
Re: The RTS (Simple Brainstorming)
Fixed that little mistake.
And yes, when it's deployed in Artillery Mode, it can't move; the gun has too much recoil to be used without a brace that's pressed against the ground, else the wearer would end up sitting on their tail every time the fired the heavy gun. However, to counter the immense toughness, it's not only slow-moving when not utilising Jump Infantry (Which costs the most out of all the Draconian infantry units, by the way), but it's also only lightly armed (aside from the artillery gun, of course), with a triple light machine gun on the right gauntlet and a sword. The shield in its left hand can be used to bash opponents, but in that case it's an improvised weapon.
Brome, I have to agree with SA. Make the unit less mobile, but keep the burrowing; it would let it fill a closer role to the Zerg's Baneling.
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Lightfirean Vixen
Re: The RTS (Simple Brainstorming)
but it's also only lightly armed (aside from the artillery gun, of course), with a triple light machine gun
that's not light armament. Not that i care, I just though that was a bit of an oxymoron statement. Considering a soldier totting around just one light machine gun is the heaviest infantry in today's military lol
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Senior Member
Re: The RTS (Simple Brainstorming)
Perhaps I should have said light by Draconian standards. Their assault rifle weighs almost 20 kgs when fully loaded. They've got a tendency to build things like that.
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Lightfirean Vixen
Re: The RTS (Simple Brainstorming)
Should be progressing soon, I think everyone posted?
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Elesh Norn, Grand Cenobite
Re: The RTS (Simple Brainstorming)
Sure, Whats next mechanized units?
Nelle Kozera's Signature ----------------------------------------------------------
10% Luck
20% Skill
15% Concentrated Power of will
5% Pleasure
50% Pain
100% Reason to remember my name...
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I wasn't kidding
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You're not going to like what you find
Spoiler
You're REALLY not going to like what you find
Spoiler
Turn back now
Spoiler
Last chance before something awful happens
Spoiler
...You evil bastard!
Spoiler
Every time you clicked spoiler, Mr. T punched a kitten.
Spoiler
AGAIN!? HAVE YOU NO SOUL!
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Senior Member
Re: The RTS (Simple Brainstorming)
I'm good to go, just waiting for the next assignment. Where've you gone, SA?
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