-FORMAT- For unit ideas V2

  • shaista.naaz.5496
    shaista.naaz.5496
    Greenhorn
    Joined Apr 2014 Posts: 7
     make some spider unit can kill light & heavy vehicles
  • LUCIOLUCIO
    LUCIOLUCIO
    Potential Threat
    Joined Apr 2015 Posts: 69
    The game is too slow !!!!!! You need a better server !!! SLOW SLOW SLOW !!!
  • chouchoute
    chouchoute
    Greenhorn
    Joined Dec 2017 Posts: 1
    It would be nice if the big players could give us their units that they had too much. To be able to swap the units would be top and give a chance to the small levels
  • Charlie Russell
    Charlie Russell
    Greenhorn
    Joined Dec 2012 Posts: 2
    i would like to put something forwad why dont you guys place the dozer in gear or give players the chance to buy another one that would help all out even the lowl lvls trying to get up to were they want abit quicker please take this into consideration many thanks Death 

  • TheBOund
    TheBOund
    Skilled Warrior
    Joined May 2012 Posts: 435
    would be nice if the sandstrom repair time was cut in half or something 16 hours repair for something that dies in 6 hits form hunter missle

    you can keep asking why and complain or u can team up with others and complain till u get things done
  • G.I.Josey
    G.I.Josey
    Skilled Warrior
    Joined Mar 2012 Posts: 435
    edited 19 Mar 2018, 8:04AM
    I have a idea of a new Trooper know as Freeze soldier, He is the opposite of a Chaplain.
    Keep your head down, your ammo dry and the FIGHT alive!  
    Stargate Command  - VEGA Conflict
    USMC - War Commander 

  • Wayne_H6
    Wayne_H6
    Potential Threat
    Joined Feb 2015 Posts: 79
    most new stuff is old shizz made newer the game has gone to the shizz and it is not a fun to play anymore its so boring
  • COLECTIVO95
    COLECTIVO95
    Minor Nuisance
    Joined Feb 2013 Posts: 282
    more neons in units looks good. more black environment and shine units
    image
  • darklight78
    darklight78
    Greenhorn
    Joined Aug 2014 Posts: 12
    I hacve a few ideas:

    1 add war paint in elitte/omega titan bases
    2. jetpack hero
    3. omega version of ronin
    4. add war paint in juggernaut bases
  • Mikeywon25352
    Mikeywon25352
    Greenhorn
    Joined Jun 2013 Posts: 5
    Would Kix consider the following idea:  Reward expert players with some sort of mega weapon upon promotion to advanced levels.  Once a player gets to level 42 he/she would be awarded a super weapon for that level, level 43 another super weapon level 44 etc.  This would accomplish a few things keep players playing for a significant prize, reward players for loyalty and staying with the game, possibly increase coining as some players will coin for uniques, allow Kix to say thank you to players who have committed coins and years to the game, give players a new reason to compete in the game by making the rewards obtainable at some point in the game play and desireable by players.  Right now advanced and expert players have no real reason to continue at a frantic pace sine they receive the same units as everyone else.
  • maddogf
    maddogf
    Greenhorn
    Joined Jul 2012 Posts: 22
    The Kraken is junk the darkstorm renders the Kraken useless and the jugernaut  kills the kraken in a second thanks for nothing    this new update will  probably be the same  Making the Useless Kraken  for only base defense is your biggest bone head move being it is so useless at defense  has no chance at beating anything you people at kixeye are in need of new  programmers and idea people   

  • SnowStrike32
    SnowStrike32
    Skilled Warrior
    Joined Mar 2016 Posts: 316
    Aegis

    < Corpus has released their latest heavy tank, the Aegis, with damage redirection and high tech countermeasures, it allows friendly units operate in even the harshest of battlefields >

    Faction: Corpus

    XP points required to unlock in event: 200,000 per part x8 for total of 1.6 million

    Tech Center level required to upgrade: level 10

    Cost to produce on level 1: 100,000,000 metal, 100,000,000 oil

    Space used in producing: 750
    Time taken to make War Factory level 1: 18 days (~2.5 weeks)
    Time taken to repair at Barracks/War Factory/Airfield level 1: 24 hrs
    Type of Fire/Weapon: N/A
    Rate of Fire: N/A

    Level 1:
    Speed: 2.0
    Health: 150,000,000
    Range: 600
    DPS: 0

    Level 2:
    Speed: 2.0
    Health: 155,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 3:
    Speed: 2.0
    Health: 160,000,000
    Range:
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 4:
    Speed: 2.0
    Health: 165,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 5:
    Speed: 2.0
    Health: 170,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 6:
    Speed: 2.0
    Health: 175,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 7:
    Speed: 2.0
    Health: 180,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 8:
    Speed: 2.0
    Health: 185,000,000
    Range: 400
    DPS: 0
    Resources:
    Time taken to complete: 2 Days

    Level 9:
    Speed: 2.0
    Health: 190,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 10:
    Speed: 2.0
    Health: 195,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 11:
    Speed: 2.0
    Health: 200,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 12:
    Speed: 2.0
    Health: 210,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 13:
    Speed: 2.0
    Health: 215,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 14:
    Speed: 2.0
    Health: 220,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 15:
    Speed: 2.0
    Health: 225,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 16:
    Speed: 2.0
    Health: 230,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 17:
    Speed: 2.0
    Health: 235,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 18:
    Speed: 2.0
    Health: 240,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 19:
    Speed: 2.0
    Health: 245,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days

    Level 20:
    Speed: 2.0
    Health: 250,000,000
    Range: 400
    DPS: 0
    Resources: 100,000,000 metal, 100,000,000 oil
    Time taken to complete: 2 Days


    Aura Effects:

    - Redirects damage taken by any units to the Aegis (like caretaker)

    - Units in Aura don't suffer negative status, excluding scramble

    - Units in aura are not affected by the Darkstorm's Aura

    -Choice between: (select for free in workshop, like with technical)

         - Units in Aura that can target air can now also target high-altitude craft (must be able to target air on their own)

         - Units in Aura that could not target ground now can (like seekers artillery drills tech)


    Workshop Tech: (these are just ideas)

    - Altitude Adjustment: High Altitude/Ground
        
         - Units in Aura that can target air can now also target high-altitude craft (must be able to target air on their own)

         - Units in Aura that could not target ground now can (like seekers artillery drills tech)

    - Targeting Solutions: Improve range of units in aura by up to 20, start at +5, increase to +20 at level 6

    - Tachyon Field Counter Measures: Corpus units in aura are not affected by Darkstorm's aura units must be corpus, and reduces effect by up to 60% for non-corpus units, start at - 30% increase to 60% at level 6

    Firing Orders: Enemy units within Aegis' aura can be targeted by all turrets and Corpus units, upgrade to increase the amount of damage those units take?

    Notes:

    This unit is not designing to be the end all be all to base defense, it won't do anything on its own, and won't be fantastic when defending player is not online. If defending player is online, this lets them move around and fight with relatively fragile base defense units, without them immediately dying to Darkstorm+Romero+Nova+Juggernaut...

    Also gives people a much better chance against Herald, or new Shepard when that comes out, since Omega Herald can tank pretty much any base defense and still win. This will let players either load up on anti-air units and then be able to fight ground units, or have most of their normal units be able to target Herald/Shepard.

    I restricted the anti-Darkstorm effect to only corpus with partial help to non-Corpus for two reasons; in game story ideas, since its Corpus tech on both sides it makes sense only Corpus units with Corpus tech can completely negate the field, and secondly, the Darkstorm is meant to be one of the most powerful Uniques in the game and I didn't want to completely neuter it, just balance things out.

    The same reasoning applies to the last tech, Corpus is high tech so they can link together... , and I don't want to have the entire base open up all at once if you drive this unit out to meet enemy. Turrets+part of defense plat will be plenty as it is, and I even think that that might have to restricted further to just turrets.

    Finally, tried to balance different ways to use the unit, either as complete support Ala super caretaker, or more offensively to let more of base open up at once. This trades off tanking damage to let units shoot more, or distracting enemy further away from base while still being able to hit them, but taking damage without actively supporting other units. While the health is massive, it isn't ridiculous and up against the heavy hitters normally being deployed, especially considering splash from Juggernaut, which will deal millions to multiple units, adding up to tens of millions at a time, remember last stand defenders!

    In essence, this is designed to make base defense more plausible, without being a one unit "I win". Scales with player level, as it relies on other units to actually do damage, and adding more to online vs online play. With both sides having more to consider and actually do. Note it doesn't protect buildings, adding the option to use air and strike at building without going head on agianst defense units.

    Finally, the distinction for Corpus is really on purpose, I don't really feel there is a true difference between the facitons and think it would be really cool if there was. One idea is to make units like this, but only let them be deployed by a player who is part of that faction.

    Can't be the first to have this general idea, but I tried to really flesh it out here.

    What do you think of this idea? Changes you'd like to make? (keep in mind this unit is supposed to be good on defense in concert with other units only, not be broken in any way, don't simply turn it into your dream impregnable defense yadda yadda).

    Chances you'll do something like this Kixeye? or that you are already working on something like it?
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