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Author Topic:   SMACX idea. Please comment.
Fragboy posted 04-28-99 08:34 PM ET   Click Here to See the Profile for Fragboy  
1. A whole new chassis: Bio-engineered.
It would be different than the others, sush as having different weapons, armor, reactors, and special abilites than other units. They could only be built at a base with a biology lab, and there would be a 400% increase for prototypes, even with skunkworks. They also would not count as police, and actually INCREASE drones by one if they were in a city. It will look sortof like a centaur, but more flesh colored and without hair. Gets 200% more damage from gas as opposed to 50% The advantages would be:

-VERY cheap once prototyped.
-Faster than normal units.
-Regenerates by 50% in a turn
-Special outfitting.

The reactors for it would be:

1. Biological- Just living systems. shown by 4 large legs on the sides of the thing.

2. Integrated fusion- Large fleshy, horned wheels instead of legs.

3. Molecularly bioenhanced cellular systems- Little jets instead of the legs. Would fly for 4 turns, but has to land anywhere for 2 turns to regenerate fuel. Can also change to walking.

4. Psionic spatial distortion field.
Would be indicated as a translucent glowing field (hopefully animated) underneath the creature. Would be like a gravship, and could use psionic armor and weapons.


Weapons

1.Spine launcher- Arms shoot spines out of them, and they are regenerated. Damage of 10

2.Integrated rocket launcher- Arms end in rocket launcher barrels. Must be rearmed by a supply truck(more on that later) or a base every 12 shots. Damage of 20

3.Biomechanical energy beam- Would be in the chest of the beast, arms gone. Infinite ammo, though costs 2 moves with fusion, can't be used with biological. Damage of 30

4.Psyco-kinetic subatomic distortion projector. Arms would be shown, but be sheathed in a blue glow. Damage of 40.

Armor

1. None

2. Silksteel hide- covering whole body with a silver-blue steel. Lowers movement by 1 on lower 2 reactors.. Armor of 5.

3. Tachyon field generator- Covers body in a yellow trasparent glow. Can't be used by first reactor, and lowers moves by 3 for second. Armor of 10.

4. Telekinetic energy/molecular statis field.
Is indicated by a red glow not unlike the other psionic things. Armor of 15.

Special abilites

1. Mechanical mind- Will be immune to Psi attack, and mindworms. High cost, can't use level 4 reactor, armor, or weapon. Probe team can take even if you have hunter-seeker.

2. Telepathic link- Will be linked with another unit of same type in same square to count as one unit with double everything but moves and armor.
That unit may then link to another, that can link to another, etc. Up to 12 can be linked. Must be using level 4 reactor.

3. Empathic projecton generator- Removes the one drone created by it, but will not count as police, and makes enemies have a 25% bonus.

4. Nanobot chambers- Will release nanobots, which will repair the unit in 1 turn. Also used like gas pods, but will provide extra moves that turn as well.

5. Cybernetic enhancement array- Will be able to see 3 spaces, and counts as a sensor arry to all units in a 2 square radius.

6. Silicon based- Will be immune to M/C, gas, and gets a bonus on rolling or rocky terrain. VERY expensive.
_____________________________________________

New PB effects.

1&2- Fission and fusion would make large craters, instead of turning to sea, unless on a coast.

3- Quantum would burn down to the mantle, making a large, impassable lava flow. Can be repaired slowly by formers.

4- Singularity would suck all the enhancements, fungus, units, bases, and nutrients of of terrain, and compress them into one square, which if a new former command, Singlarity tap, is added, will produce 8 of each. Immune to effects of other PB's. Will not change elevations.

That's all I can write right now, will mabye write more some other time.

Singularity posted 04-28-99 08:43 PM ET     Click Here to See the Profile for Singularity    
I'm going to send this to BR. Sounds good.
BusterMan posted 04-29-99 08:56 PM ET     Click Here to See the Profile for BusterMan    
This isn't Doom you know
-Parker
DilithiumDad posted 04-29-99 09:27 PM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
Looks like you've worked out a nice balance of pluses and minuses for this. There would have to be another branch of the tech treee for these units and their enhancements, of course, and a new suite of SP's!!
Fragboy posted 04-30-99 07:47 PM ET     Click Here to See the Profile for Fragboy    
Busterman, how is my suggestion like doom or it's followers? It follows the tecnology of the game, extrapolates on it, and is well balanced. It would also have to be strtegically used, like a unit with empathic projection and mechanical mind would be great against midworms, but be horrible vs. others, with the limited weaponry and 25% enemy bonus. They would not be good to use by themselves. Also, another idea is adding a base facility: Cloning chambers, which would increase growth at base by 3, and give plus 3 training for biological units. I also forgot to mention the moves for the reactors. they would be in multiples of 3. The tech needed to make them would be bio-engineering, biomachinery and fusion for the reactor, a new tech: biological nanorobotics for the level 3 reactor, and another new tech: Artificial PSI for the all the psi stuff, except for the empathic projection.
Ravenloff posted 04-30-99 08:16 PM ET     Click Here to See the Profile for Ravenloff  Click Here to Email Ravenloff     
Just so I can save on typing I'll list them here, but I explained these three on the other thread dealing with this subject, but just so I get the most people to see it...

1) Air-transports, (large, long-range, expensive, vunerable) able to carry two rover-type units or four drop-infantry.

2) Orbital Battlestation (hugely expensive) able to attack sats and ground targets.

3) Cruise missiles. Yes, I realize that there are already missiles, but with sufficient tech (say, after building a network of GPS sats) a player should be able to destroy a specific facility or special project OR attack a work in progress. Missing and causing collateral damage could be a new, low-level atrocity.

Let me know what you think. The dynamics of these abilities would be astounding.

Ravenloff

Shadow1188 posted 05-01-99 06:46 PM ET     Click Here to See the Profile for Shadow1188  Click Here to Email Shadow1188     
I think the ability of psi units to actually cause "psi-induced terror" would be apropriate. It would be like artillery bombardment, except it would gain 2 squares of range with each lifecycle increase. This would either A: Paralyze the unit for several turns.
B: Telekeneticaly destroy/damage the unit/base/enhancement/facility
C: Perform the probe team action "Infiltrate Datalinks
Elemental posted 05-02-99 12:33 PM ET     Click Here to See the Profile for Elemental  Click Here to Email Elemental     
Hmm, sounds like someone's been watching Existenz.

Anyway, I think it's a good idea in theory, although these bioengineered units appear to be way too powerful - I mean, faster, cheaper and self-repairing?

Sure, it takes 200% more damage from gas. But so what? Couple these guys with some Locusts or any other good unit that isn't vulnerable to gas, and you're onto a winner.

Also, aren't you going a bit overkill here? Weapons with damages ratings of 30 and 40 are ridiculous; on Elite level they'd be 45 and 60, utterly unbeatable by even the best defences.

Fragboy posted 05-02-99 04:20 PM ET     Click Here to See the Profile for Fragboy    
Elemental- Yeah, you're right about the weapons. Maybe in factors of 8 instead of 10. Also, since these are JUST engineered for fighting, there would be no morale, since fighting is their whole life anyways. BTW, what is Existenz? Some movie or TV show? never heard of it.
Urban Ranger posted 05-05-99 03:53 AM ET     Click Here to See the Profile for Urban Ranger    
If you take out all the psi defenses, and put in a vulnerability of: 2x damage from psi attackes, then you get a more balanced unit.

Also, when you said these guys have no morale, what does it mean? Do you mean that they do not get any improvements on morale, and they always fight at, say, +0 (before any and all modifiers)?

There also seems to be negative SE factors associated with building them.

Urban Ranger posted 05-05-99 04:00 AM ET     Click Here to See the Profile for Urban Ranger    
New attack: propaganda.

It is similar to a psi combat, but the attacker takes no damage, and the result is a function of the defender's morale. It could range from nothing, to no moving and attacking for one turn, to outright deserting (no, the attacker doesn't get the unit).

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