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 PostPosted: 10 Dec, 2010 
 
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I am sure there have been plenty of unit suggestion threads in the past and I didn't really feel like necroing any but I thought a fresh batch of ideas might be nice...so here goes.

UEF

Experimental bodyguard: Fido(yes, I feel basing it off the Total annihilation fido would be awesome)

a Minor experimental unlocked in the ACU tree and built only by the ACU. Possibly unlocked off of hunker effectiveness or health II for 3-5 RP (so 13-18RP total unlock cost) same speed as the ACU (2.8 max speed) experimental with high HP and a decent range cannon and either a good ammount of AA or cluster air mines something with AOE to really put off those com sniping bombers.

basic idea here, well it'll give more people reason to bother with the UEF ACU upgrades and it pulls them away from overcharge rushing instead offering a stable minor experimental to bring to the field where ever necessary.

Cybran

I basically have 2 ideas for the same role i'll just put them both below

Aerial bomb: Blitz

basically a cybran gemini stripped down and mounted with a large power core and given power detonate maybe some token AA turret but really there to throw in an air battle and bring down as many enemy aircraft as possible along with them. Low HP and slow build time stop them becoming a dominate or sole means or air control.

Support fighter: Static

armed with a turret and the ability to disable enemy aircraft with a short ranged EMP ability to allow the gemini to do their work, lower HP than Gemini, higher cost and slow build time to prevent critical mass spam.

Aeon

not sure if there guys really need anything other than a more usable land experimental (looking at you Urchinow and wilfindya) but hey maybe someone out there has a decent idea or two.

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 PostPosted: 10 Dec, 2010 
 
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Ideas are easy and free. Execution is what matters. If you really want people to care about your units ideas, turn them into functional units in Supreme Commander: Forged Alliance. Elsewise, nobody cares.

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 PostPosted: 10 Dec, 2010 
 
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1 letter for this topic: y?

you even have half of this topic in the suggestions forum...

now gimme balance. ;P

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 PostPosted: 10 Dec, 2010 
 
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I want a nuke teleporter!

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 PostPosted: 10 Dec, 2010 
 
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actually already posted a mod to get this deleted after I realised there was the whole suggestions section I have this actually section favourited so kinda didn't realise it was there, but what the hell.

How is it balanced, well for one you are putting it on the UEF ACU, considered to be weakest, it could only be built by the com and it is only really coming on to the field packing the same punch as a megalith it's place is more there to safe guard the com.
We are talking about 13-18 points into a tougher com and a unit only the com can build, it's main cannon would have some range a some top heavy punch, easily overwhelmed by land rather than air, which it should be designed to really punish.
The only real advantage you get is that you don't need a gantry thus making it easier to build them initially and althouh one might claim that late game stealth coms building minor exp would be OP these things would be visible to radar the moment they go into contruction...so yea where is the OP to begin with. The intent is that you could build up your com get this guy and still stand a chance against someone who got megas or air spam and hell we might see more aggressive fighting UEF coms. Ultimately just an idea.

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 PostPosted: 11 Dec, 2010 
 
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Tren wrote:
2.8 max speed)
basic idea here, well it'll give more people reason to bother with the UEF ACU upgrades and it pulls them away from overcharge rushing



People ACU rush with UEF? lol

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 PostPosted: 11 Dec, 2010 
 
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it isn't leading to OC so it won't lead to Fido>OC rushes.

ok, look lets say this was acutually added, would anyone use it?

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 PostPosted: 11 Dec, 2010 
 
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Tren wrote:
it isn't leading to OC so it won't lead to Fido>OC rushes.

ok, look lets say this was acutually added, would anyone use it?


If it was well balanced, It could give interesting gameplay with the UEF acu. I would use it.


I had another Idea though. what would the fido look like? Since the acu cockpit can build an additionnal acu, It would be cool if that experimental was in fact a "support acu"

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 PostPosted: 18 Dec, 2010 
 
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experimental kamakaze nuke bomber. basically a giant bomber, that suicides into the enemy base and does the same as 3 nukes.

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 PostPosted: 18 Dec, 2010 
 
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smugger wrote:
experimental kamakaze nuke bomber. basically a giant bomber, that suicides into the enemy base and does the same as 3 nukes.


LOL, why not make an exp nuke launcher then?

I suggest a normal XP bomber.

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 PostPosted: 18 Dec, 2010 
 
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because that wouldn't be cool

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 PostPosted: 25 Dec, 2010 
 
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here is my idea:

CYBRAN:spider tank(from total anihilation)has anti air capabilities,and 2 cannon turrets.

UEF:bulldog(the tank from TA, I beleive it was an arm unit)pretty much the rockhead's big brother. :lol:

AEON: I really don't got any Ideas for them....OH YEAH, GIVE THEM A NAVY OF SOME SORT!! :lol: I understand they have hoover technology, but it would be nice if they had some navy units that could hoover on land.


Last edited by damusolja on 28 Dec, 2010, edited 1 time in total.

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 PostPosted: 26 Dec, 2010 
 
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Dude are you really a TA fan and don't know the Bulldog is the Arm heavy tank? The Goliath is the Core one and it's cooler anyways...

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 PostPosted: 05 Jan, 2011 
 

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One thing I noticed from the DLC is that many units are more late game(IE non competitive) game units, or in some cases just plain useless. Here are some of my ideas for units.

Siege Bots
These units would be built at land factories, with a factory addition producing them in a similar way the Atlantis II or Kraken are made. They would be similar in size to the ACU. They would also be available fairly soon on the tech tree. They would have the tech advantages of land units. Their basic battlefield purpose would be front-line combat, operating as a light meat shield for land units and operate as bodyguards to the ACU.

UEF Percival II:
It would have the highest health of the 3. It would have a plasma cannon as its main weapon, which would have a slightly longer range than the Rock head’s main weapon. In addition it would be submersible, like the ACU and have built-in torpedoes.

Cybran Brick II:
The Brick II would be the fastest of the 3 Assault bots. It would operate as their alternative to a heavy tank(though more powerful), providing the sheer health and range to cover the Loyalists. It would also have the highest DPS of the 3. Most interesting, it would have a ‘sea mode’ not unlike the Engineers. In this mode it would be significantly faster and mount sonar and torpedoes, as a competitor to the Tiger sharks. This unit essential serves 2 functions, as per the Cybran tendency for versatility. It not only serves the Cybran’s massive need for a battle tank, it also serves as a light naval vehicle to counter Tiger shark spams.

Ilshavoh II:
A Revised version of the Seraphim unit, this Siege bot wouldn’t have any naval capability and be the middle of the road stats in terms of speed and firepower. Furthermore it wouldn’t have a naval mode or submersible capability. However, what makes it stand out is a small shield generator, not unlike the Adaptor.

AA Experimental Gunship
One obvious balance issue is in the air. The AA Experimental Gunships are the Illuminate’s and Cybran’s attempts to counter UEF Air superiority. Built around the same size class as the AC 1000(Similar research mass and energy), these units are multi-purpose, but focus primarily on countering enemy air assets.

Restorer II Experimental AA Gunship :
This unit is geared towards countering UEF air dominance. While it has some anti-ground capabilities, it’s main strengths lies in its speed(for a gunship) and its heavy anti-air capabilities.

Wailer II Experimental AA Gunship:
The Cybrans had a similar situation to the Aeon in that they were finding themselves outclassed by UEF air due to their Wasp specialization and the massive production capabilities of the Air Fortress. They also faced another problem; they were also finding themselves outclassed by UEF naval units. The Wailer II is similar in concept to the Restorer II, with one major distinction: it mounts bombs that also act as depth-charges, and is slightly more expensive.

Torpedo Pods
Here’s another answer to the naval imbalance: Torpedo point defense platforms. Every faction would get one.

Illuminate Exodus class Light Sea Hunter
The Illuminate answer to enemy cruisers and destroyers. They would be built at land factories, in a similar way to the Siege Bots. These units would hover, but would have a much higher speed on water. They would also possess light torpedoes for anti-sub work, but no anti-air. They would have a DPS, range and health similar to a Salem. The difference would be that they would be a bit slower, lack any anti-air, and have a slower reload time but the projectiles would have a higher damage and a slightly higher radius. These units would also double as support units for the Illuminate ground forces. It would cost a cumulative rp cost of 4-5.


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 PostPosted: 09 Jan, 2011 
 
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I thought this was a "new unit idea" thread not "copy from fa" thread.

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 PostPosted: 03 Mar, 2011 
 

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I've thought up quite a few of these myself.

I thought up 3 more experimentals for each faction (they're all remakes.. kinda)

Illuminate Submersible Factory- Tempest II
Researched under land units, the Tempest II begins operation as one. It sits on a giant "hover cradle" that carries it about at a low speed. However, in this state, none of its weapons are functional. As soon as it touches water, the cradle is discarded and its weapons- a long-range artillery-esque gun, 6 torpedo launchers, and an AA turret- come into play. It can build Yenzoos, Fistooshes, Crahdows, and engineers at a reduced cost, but slower speed. It would be about as expensive as a universal colossus to build, but take slightly less time.

Cybran Mobile Anti-Shield Artillery- Scathis II
This major land experimental was developed using the frame of the Megalith II. It is also just as fast as a Megalith. It has a range just shorter than a long-range artillery. Before firing, it must "lock" itself into place with its many legs. When firing, it has the option to fire anti-shield shells which destroy shields instantly, but do almost no damage to structures or units. Once this option is selected, all shells fired for a set amount of time are anti-shield.

UEF Mobile Support Factory- Fatboy Kai
Essentially the Fatboy of SC1, but upgraded to SC2-era tech. It has 4 AA turrets with similar damage to the ones mounted on upgraded Mass Extractors. Its main weapons are 4 cannons like the ones on the Posiedon, but they have a relatively large minimum range, making it weak to units that get too close. It also generates a large personal shield and is amphibious, but has no torpedos. It also has the distinction of not being able to be transported. It can build engineers, Rock Heads, Titans, Sharpshooters, and Archanists. It would cost about the same as a King Kriptor.


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 PostPosted: 05 Mar, 2011 
 
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Hmmm, yes, yes....

Why are you quoting a bot Ijit? Just report it so the Admins can take care of it.

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 PostPosted: 11 Mar, 2011 
 
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holy sh**, who just edited my frikken post above? wtf?
OrangeKnight? whats up with that?

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 PostPosted: 11 Mar, 2011 
 
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I don't recall editing anything here.....

Mike

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 PostPosted: 11 Mar, 2011 
 
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redmoth wrote:
Hmmm, yes, yes....

Why are you quoting a bot Ijit? Just report it so the Admins can take care of it.

Mike


very strange, I recieved a notification on this topic today. when I checked it out,
this second sentence and signature were edited in my post. I only remember and is
sure to only have written "Hmmm, yes, yes...." when replying after a spam bot post.
quite bizzare.

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 PostPosted: 11 Mar, 2011 
 

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The only other Mike I know who can edit posts is Mike Marr.

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But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 11 Mar, 2011 
 
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Whoops, looks like I did edit it, but I can't remember why anymore.....sorry man xD

Mike

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 PostPosted: 12 Mar, 2011 
 
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OrangeKnight wrote:
Whoops, looks like I did edit it, but I can't remember why anymore.....sorry man xD

Mike


Haha, no problem, I was wondering what had happened :lol:

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 PostPosted: 22 Mar, 2011 
 
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wow bullet, now that spam bot copied your post. messed up topic xD

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 PostPosted: 29 Mar, 2011 
 
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Redmoth, I am disappoint. You didnt report the spambot.


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