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Post by holyness on Aug 12, 2018 7:43:08 GMT
what if you had a second unit. a mechanical necromorph monster. a unit that does not have a range weapon. but instead makes up for it with a melee attack. easily destroy-able. so you would have to rely on sheer number of strength. and they would become obsolete when the enemy researches stronger weapons that waste them easily.
they would come in numbers. and they would be terrifying because they would be very fast. cheap. and deadly. you could bring in a carrier ship to deliver them in to cause some scary havoc on the enemy.
necromorph. a metal monstrosity with 4 to 6 legs. and 2 razor claws to tear at the enemy. and their appearance would look terrifying.
pros: fast/cheap/scary/awesome)
cons: weak/becomes obsolete by weapon tech)
you get the idea..
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Post by thexenomorphian on Aug 12, 2018 9:52:44 GMT
make it a robot spider bot and rename it (sounds too much like dead space) and I'll be happy
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Post by thexenomorphian on Aug 12, 2018 9:53:40 GMT
something along the lines of this //\(;; )/\\
_ _ / \( o0o)/ \ / ] ] \ Or This ----------------------------->
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I Darkstar X
Junior Member
CEO of Darkstar Incorperated
Posts: 82
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Post by I Darkstar X on Aug 12, 2018 23:01:13 GMT
what if you had a second unit. a mechanical necromorph monster. a unit that does not have a range weapon. but instead makes up for it with a melee attack. easily destroy-able. so you would have to rely on sheer number of strength. and they would become obsolete when the enemy researches stronger weapons that waste them easily. they would come in numbers. and they would be terrifying because they would be very fast. cheap. and deadly. you could bring in a carrier ship to deliver them in to cause some scary havoc on the enemy. necromorph. a metal monstrosity with 4 to 6 legs. and 2 razor claws to tear at the enemy. and their appearance would look terrifying. pros: fast/cheap/scary/awesome) cons: weak/becomes obsolete by weapon tech) you get the idea.. It would be interesting to have these little blighters, yes, but I feel they would be a bit niche. Sure they're cheap and spam-able, but would be easily countered by interior defenses as those are on the ceiling. (I assume.) Plus, giving players something that is, as you say, "made obsolete by weapon tech", well what's the point in having them in the first place? Planned obsoleteness is rarely a good addition to any video game.
But perhaps it would serve better not as a unit, but instead a defense system for the interior of bases? Drops a bunch of these things down from a compartment in the ceiling right on top of sensed enemy units, making them more viable. To combat it, players have to advance carefully, possibly even spot the trap with manual control and them trigger it with one bot while others hang back to blast them safely. (Or perhaps the hatch can be shot manually-only to trigger it form afar.) That way, it presents a dynamic of "Should I just send my forces to the CEO Office while I do other things, or should I take the time to manually lead them in case of spider-traps?"
But that's just my opinion. We don't have very much information on how interior defense works in EA2, aside from doors. They may be only doors and no turrets or traps. But regardless, I believe these a-mech-nids would be better implemented in the form of an ambush trap, balancing utility with long-term relevance.
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Post by Rob on Aug 13, 2018 16:30:29 GMT
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Post by thexenomorphian on Aug 13, 2018 23:07:19 GMT
That makes my pet spider sad
/ \ //\(;; )/\\
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