Saturday, January 19, 2008

Units

Let's talk about the kind of units we want the game to have. Do we want only two different sets of units, one for each faction, or are we going to make different units for every single nation? Also, will you be able to select which nation you play as within your faction?

19 comments:

Seth said...

We need to decide what factors will go into the making of units (i.e. Movement, Strength, HP, etc.).

Seth said...

Movement:
I think movement is pretty basic. Under unit statistics it should be represented as "speed" (or possibly just movement). It would be expressed as the number of tiles the unit moves over in a certain length of time (probably one second but possibly longer). Basic infantry will probably have a speed of 1.0 tiles/second. Light Recon Infantry might have from 1.0 to 2.0 tiles/second. Tanks would probably range from 1.5 to 3.5 tiles/second. Etc.

SwordoftheSpirit said...

I thnk we will probably have different units for both sides, and movement will be like you said, but I think that you also need be sure to have at least one strong and slow unit, one fast but not that strong unit, one average unit, and mabey a battle fortress like unit that you can put a lot of troops in and fire away.

Seth said...

Unit Strength:
Do we want to have attack and defense strength, or do we want to merge them? I think we should go with both attack and defense strength. Attack Strength should be assigned a value which represents the number of hit points it deals in damage per attack. Its "rate of fire" would then be a separate statistic which would be represented by a number expressed as "number of attacks" per second. Defense strength (perhaps called "armor") would be a shown as a number of hit-points subtracted from each attack, or perhaps as a percentage of total damage that is actually dealt to the unit.

Seth said...

Rob, there will be TONS of units my friend, trust me.

Seth said...

I'd like to propose the following categories for unit statistics:
Hit Points: The unit's hit points.
Firepower (Attack Strength): How many hit points per attack the unit deducts from the attacked unit or structure.
Rate-of-Fire: How many attacks per second the unit makes.
Range: How many tiles away the unit can attack.
Armor (Defense Strength): The number of points deducted from the enemies firepower before subtracting from hit points.
Speed: The number of tiles per second the unit moves over.
Visibility: How many tiles beyond itself the unit "lights up."

T.O.D. said...

I have a unit that might be worth your time. it's a unit probably a single human unit that is only like a outline on the screen so that you might miss it when scrolling across the screen. these units would most likely be called something like a "Scout." used for gathering info and infiltrating other bases. they wouldn't be packing any heat or anything just a simple dagger or pistol.

Seth said...

I like your idea TOD, but I don't see why we can't just design a scout unit that is normal to the player who controls it and completely invisible to non-stealth enemy units. There should be multiple recon units as well.

Seth said...

Light Reconnaissance Infantry:
Allegiance: Both
Production Cost: 50
Hit Points: 60
Firepower: 5 damage/attack
Rate-of-Fire: 1 attack/second
Range: 4 tiles
Armor: 0
Speed: 2 tiles/second
Visibility: 5 tiles
----
Special Abilities:
Stealth: This unit is only visible to other stealth units.

Seth said...

Let's also come up with some unit special abilities.

SwordoftheSpirit said...

Like Hollis's "Hero Units", you could only build one at a time, but they will have special abilities like steath, explosives, sabatoge, etc...

Seth said...

There are currently 4 unit types:
Infantry
Vehicles
Air Units
Naval Units

Seth said...
This comment has been removed by the author.
Seth said...

Resistance Infantry
This Infantry unit will always be available to the Resistance player when they build a barracks.
Allegiance: The Resistance
Production Cost: 100
Hit Points: 100
Firepower: 12 damage/attack
Rate-of-Fire: 1 attack/second
Range: 3 tiles
Armor: 1
Speed: 1 tiles/second
Visibility: 3 tiles
----
Special Abilities:
None

Anonymous said...

In any game with stealthed units I've played, the units look like they've got a strange shimmery cloak over their armour.
As for infantry, I will Definitely have to get some drawings of units done, because the resistance troops have light, but powerful Magnetic Acceleration cannons. While the survivalists have a very m-16 like weapon, think xm-8 upgraded for he harsh times ahead. There will be 3 types of basic infantry, and at least 2 more advanced infantry, plus a few hero units thrown in probably 3 per side.

I also propose that we make the Antarctic Expeditionary Force or something like that.

Seth said...

Hero Unit:
Comrade Spektor
Allegiance: Resistance
Hit Points: 200
Firepower: 10 damage/attack
Rate-of-Fire: 3 attack/second
Range: 5 tiles
Armor: 0
Speed: 1.5 tiles/second
Visibility: 6 tiles
----
Special Abilities
Phasing: Comrade Spektor can become invisible to all units (except perhaps Schrödinger Towers)and pass through anything for 15-30 seconds. Perhaps this ability should affect a certain radius of adjacent units as well.

Seth said...

Comrade Spektor uses 13th dimensional phasing technology to hide most/all of his mass in an undetectable dimension. This uses large amounts of energy, limiting the time he can "phase."

Seth said...

Orbital Drop Troops:
Allegiance: Survivalist
Production Cost: 1500 Funds
Hit Points: 175
Firepower: 12 damage/attack
Rate-of-Fire: 2 attack/second
Range: 4 tiles
Armor: 1
Speed: 1 tiles/second
Visibility: 4 tiles

Anonymous said...

So I came up with a new unit,
It's called the Aereoulus Airship.

Basically it is the Aircraft Carrier from red alert 2, but a very large blimp, or airship, with 4 aircraft that fly out of it, and they can attack any land or sea target.
Connor will have some pictures soon.