The Barracks (Unit Suggestions)

Post any suggestions or bug reports here. Kilo: Infection is open to new missions, classes, items, and new enemies.

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Re: Sub-classes [1.1]

Post(Link) by Tuzon on 2008-07-28 12:02:34

HAHAHAhahahahahaahhahahahahahah!
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Re: Sub-classes [1.1]

Post(Link) by TassadarOnWeed on 2008-07-28 16:05:27

Well.... since I'm the only person actually serious about this..... This should be like.... "Tassadar's insane laboratory of Kilo creations."
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Re: Sub-classes [1.1]

Post(Link) by TassadarOnWeed on 2008-08-20 07:11:39

Sorry for the ungodlikingly long delay in my unit ideas.... I've been running low on them.... But I did manage to think of one, I'll see if I can put that one together.
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Re: Sub-classes [1.1]

Post(Link) by John-S on 2008-08-21 07:32:03

Eh.. It's fine, haven't been feeling the motivation to work on Kilo much lately.
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Re: The Barracks (Unit Suggestions)

Post(Link) by TassadarOnWeed on 2008-09-08 15:41:29

Had my inspiration from the flash game "Momentum Missile Mayhem 2"

Unit: Force Demolition Specialist [FMS]
Unit Type: Heavy Demolition
Hp: 2300
Hp Regen/Sec: 0.1
Mp: 1300
Mp Regen/Sec: 1
Movement Speed: Default
Armour: 6
Armour Type: HIBA
Attack Type: Abilities

Background:

For some time, Physicists were theorising on accelerated matter doing much more damage than just the material which makes the matter itself. To an extent it has been, but weapon developers have been looking on the field of the type of matter than the speed of the matter itself. Here, the FMS will demonstrate it's power on the fields. In the results, the power is limitless and the damage dealt can peak up as high as 200,000 lbs of crushing force. That combined with small explosive matter, say plasma, the punishing power of the FMS can produce power exponentially. However, such possibility of such an attack has only been calculated, not proven. The FMS's firing mechanism is based on launching dense particles that can accelerate in mid-air until it has impacted a target. Like a missile, as the particle gains speed, or acceleration, the power of force upon impact multiplies by a factor of 2.

Abilities:

Flux-Plasma:Unlike the "Cluster Rockets" ability from the FMS's counterpart, the FMS's special P-87 "Flux-Plasma" Rockets are specifically built as a defensive mechanism. When released, the P-87's orbit around the FMS's suit at a constant rate. When hostile units come close to melee range, the P-87's flight path will pierce the object (or in this case the enemy), and implode, dealing signifigant amounts of damage to the enemy, and at the same time able to keep the FMS protected. The P-87's only impode inside the hostile to prevent the splash damage from hurting the FMS.

Fixed Cooldown: 40 Seconds
Fixed AOE: 250

Level 1: 300MP, 5 Missiles, 500 Damage/missile
Level 2: 300MP, 7 Missiles, 600 Damage/missile
Level 3: 250MP, 9 Missiles, 700 Damage/missile
Level 4: 250MP, 11 Missiles, 800 Damage/missile
Level 5: 200MP, 15 Missiles, 1000 Damage/Missile

Crashing-Plasma:The FMS fires a temporarily-accelerating plasma round into the sky. Once the acceleration stops, the Plasma charge will be brought down by gravity. Upon impact, the gravity will help multiply the initial force of impact by "X" amount (depending on the amount of time of acceleration). Upon impact will distribute damage on a large AOE, units caught in the impact will suffer a permanent degenaration effect called "Plasmatic-Deceleration", which sticks onto the body and slowly incinerates the object until there is no more. When the body dies, the blood mixes with the plasma and forms an unstable reaction, making the body implode.

Fixed Cooldown: 1 Minute

Level 1: 500MP, 800 AOE, 1000 Damage, 3 second impact time.
Level 2: 500MP, 800 AOE, 1500 Damage, 4 second impact time.
Level 3: 450MP, 900 AOE, 1500 Damage, 5 second impact time
Level 4: 450MP, 950 AOE, 2000 Damage, 5 second impact time.
Level 5: 400MP, 1000 AOE, 2500 Damage, 6 second impact time

Plasma-Wave:The FMS unleashes plasma in a wide radius. The high-burst of acceleration deals a quick and heavy amount of damage.

Fixed Cooldown: 20 Seconds

Level 1: 300MP, 400 AOE, 500 Damage
Level 2: 300MP, 500 AOE, 650 Damage
Level 3: 250MP, 600 AOE, 800 Damage
Level 4: 250MP, 700 AOE, 950 Damage
Level 5: 200MP, 800 AOE, 1200 Damage

Plasma-Wall:Even though the plasma is lethal to bare-skin and even light armour, it is not lethal enough to melt the terrain to the point of lowering the level of earth. The FMS discharges an extremely large amount of Raw-Plasma onto the ground. ANY ground unit comes in contact with the Raw-Plasma will recieve massive burn damage for the duration.

Rixed Cooldown: 35 Seconds

Level 1: 5 Mag Consumption, 10 Dps, 200 AOE
Level 2: 4 Mag Consumption, 20 Dps, 250 AOE
Level 3: 3 Mag Consumption, 30 Dps, 300 AOE
Level 4: 2 Mag Consumption, 40 Dps, 400 AOE
Level 5: 2 Mag Consumption, 60 Dps, 600 AOE

Plasma Shell Upgrade:After a decade of introducing the "Evolution"-Microchip, almost every unit's HIBA suit and weaponry has been installed with one, and the FMS is no exception. The FMS is given the specific model of the "Evolution" chip, nicknamed the "Modifier". The "Modifier" is capable of improving the performance of the Plasma Shell's that the FMS uses.

Effects the "Plasma Shell" Unit
Fixed Cooldown: 0

Level 1: +1% movement speed (Requires level 1 "Crashing-Plasma")
Level 2: +10 seconds to the "Plasma Shell" (Requires level 3 "Flux-Plasma")
Level 3: +50 AOE to "Plasma Shell"'s *Impact* ability. (Requires level 4 "Crashing-Plasma")
Level 4: Increases the "Plasma Shell" sight range by 200.
Level 5: Gives the "Plasma Shell" a 5dps in a 100 AOE after death. (Requires level 3 "Plasma-Wall")

Default Abilities:

Fixed Cooldown: 20

Plasma-Shell:The FMS's main weapon/ammunition. Launched from the FMS's P-98 "Blue Dragon" Plasma Launcher. This Shell is specially equipped is remote controlled from the FMS's suit. This shell's thrust accelerates the shell's speed, eventually, increasing the shells damage upon impact. The shell's interchamber uses Chemosynthesis to fuel the Shells thrust. However, with Raw-Plasma as the payload, the plasma already begins to eat through the metal casing protecting the transmitter. Weaponologists hypothesise that the Shell will have approximately 20 seconds of control until it explodes.

Default Level: Has a constant speed increase. The movement speed determines the amount of damage dealt upon impact. The higher the movement speed, the higher the damage.

Life Expectancy: 15 seconds.

Sight Range: 100

Plasma-Shell ability: ImplosionThe Plasma-Shell will impact the target and unleash it's payload at once, dealing signifigant amounts of damage.

Default Level: 1000 Damage

((I'm working on the skin for the unit))
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Re: The Barracks (Unit Suggestions)

Post(Link) by TassadarOnWeed on 2008-10-04 08:01:58

(After many weeks of thinking, I have thought of yet another unit.)

Unit Name: Aerial Bombardier
Unit Rank: High
Unit Model: Reconnaissance Model Type
Unit Type: Demolitions
Limite Per Game: 1
Hitpoints: 1000
Hitpoint Regeneration: 0.25/sec
Manapoints: 850
Mana Regen: 5MP/Sec
Attack: Low
Attack Speed: High
Attack Type: Bullets
Armour: 3 (Low)
Armour Type: Standard HIBA
Primary Attribute: INT (+5)

Background:
-Artillery bombardments, Air strikes, and even Sea-to-Land sieges, these all require coordinates and confirmation of locations in order to perform such tasks of high ordinance. The Aerial Bombardier, solves that need for such requirements. As the Aerial Bombardier, this unit is capable of covering a vast amount of land far faster than the ordinary soldier. Although they do not have the most powerful of firearms with them, the Aerial Bombardier has the support of all types of Artillery/High damage units with him. However, only a selected few of the entire military is able to take such role in the military, and even then, the training is long and gruesome.

Abilities:
Aerial Bombardier Training
-Aerial Bombardier's training tests the soldiers physical and mental endurance. They gain their training by performing rigorous tasks in the actual battlefield. This includes spotting, movement speed, endurance, and accurate coordination for strikes. Many times, the Aerial Bombardier is not fitted with all of it's equipment during the training, this is to have the soldier become as skilled as possible before actually using the equipment.

Level 1: +2% Movement Speed, +50 Sight Range, +3 Seconds on Lift, and +1 Seconds on Sprint.
Level 2: +4% Movement Speed, +100 Sight Range, +4 Seconds on Lift, and +2 Seconds on Sprint
Level 3: +6% Movement Speed, +150 Sight Range, +5 Seconds on Lift, +100 Casting Range on all Strikes, and +3 Seconds on Sprint
Level 4: +8% Movement Speed, +200 Sight Range, +6 Seconds on Lift, +150 Casting Range on all Strikes, and +4 Seconds on Sprint
Level 5: +10% Movement Speed, +250 Sight Range, +7 Seconds on Lift, +200 Casting Range on all Strikes, and +5 Seconds on Sprint.

Surgical Strike
-Aerial Bombardier is equipped with Air support. This Air support grants the Aerial Bombardier F-98 Fighters to drop 3,000 lbs of "Laser Guided Love" to an area. Levels improves the AOE, Casting Time, Casting Range, Cooldown and MP.

Fixed Damage: 5,000

Level 1: 500 AOE, 6 Second Casting Time, 2000 Casting Range, 1 Minute Cooldown, 350 MP
Level 2: 600 AOE, 5.5 Second Casting Time, 2100 Casting Range, 55 Second Cooldown, 325 MP
Level 3: 700 AOE, 5 Second Casting Time, 2200 Casting Range, 50 Second Cooldown, 300 MP (Req Level 3 ABT)
Level 4: 800 AOE, 4.5 Second Casting Time, 2300 Casting Range, 45 Second Cooldown, 275 MP
Level 5: 900 AOE, 4 Second Casting Time, 2400 Casting Range, 40 Second Cooldown, 250 MP (Req Level 4 ABT)

Artillery Bombardment
-When needed, an entire battalion is able to back the Aerial Bombardier with Artillery support. Each level improves the amount of shells fired, the AOE, Cooldown, and MP.

Fixed Damage: 800 Damage per Shell

Level 1: 600 AOE, 3 Second Casting time, 2000 Casting Range, 1 Minute Cooldown, 350 MP, 10 Shells (Req Level 3 ABT)
Level 2: 1200 AOE, 2 Second Casting Time, 2200 Casting Range, 50 Second Cooldown, 300 MP, 15 Shells (Req Level 4 ABT)
Level 3: 1500 AOE, 1 Second Casting Time, 2500 Casting Range, 40 Second Cooldown, 250 MP, 20 Shells (Req Level 5 ABT)

Satellite-View
-The Aerial Bombardier uses Satellite-Imagery to scan areas that are far away from the Aerial Bombardier.

Level 1: 500 AOE, 2000 Casting Range, 40 Second CD, 200 MP
Level 2: 600 AOE, 2100 Casting Range, 35 CD, 175 MP
Level 3: 700 AOE, 2200 Casting Range, 30 CD, 150 MP
Level 4: 800 AOE, 2300 Casting Range, 25 CD, 125 MP
Level 5: 1200 AOE, 2500 Casting Range, 20 CD, 100 MP

Carpet Bomb
-B-86 Stealth Bombers, nicknamed the "Storm Reavers", are capable of carrying massive amounts of explosives and flying at an impressive altitude and speed. When facing a large Undead Army, the "Storm Reavers" are called in to make a quick clean-up on the slow-moving army. When called to perform their duties, three B-86's carrying 100 heavy explosives each drop all of the explosive in a small radius. Reports show that after the few seconds of bombardment, what lies in the targeted area are hundreds of corpses, and rubble and debris.

20 MINUTE COOLDOWN

Level 1: AOE 1000, Damage per shell 2,000, Cooldown: 10 Minutes, 700 MP, Casting Range 1500, Wave Distance 3000.

Requires Level 5 Surgical Strike and Level 5 Satellite-View

Other Abilities:
Lift
-The Aerial Bombardier is equipped with a short-term Lift generator that can give the soldier flight for a short amount of time. While in flight, the soldier is given greater sight range, but susceptible to Air attacks.

Default Level: 3 Second Lift, takes 300% damage from Air, +500 Sight Range.
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Re: The Barracks (Unit Suggestions)

Post(Link) by pvt900 on 2009-09-25 08:28:25

Class Name: Hunter

Heavy Weapon Infantry

Weapon: Assault Rifle with Scope

Hp: 250

Model: UA 2 Marine but more black

Damage: 75-98 (Type: Same as Rifle Men

Clip Size: 45

Mana/Energy 174

Skills:

1. Omni Tool (has a 30% Chance to unlock a locked door) Lvl Req: 1

Skill level 1 Improves my 5 %

Level 2 Improves by 10%

level 3 Improves by 10
level 4 Improves by 5
20 Second cooldown



2. Energy Bomb (does 270 Damage in a Splash damage 2 minute Cool down Does damage to Team Mates) Lev Req 5

Lv 1 Damage improves by 100
lv 2 Causes small burn does 5 Damage a second lasts for 10 seconds
lv 3 Improves damage by 200
lv 4 Causes Energy Residue (any zombie in the area is slowed down and loses 10 Hp for a second until affect wears off 50 seconds)

3. GPS Scanner (scans all enemys in a medium range of 1000 are pinged and show for 1 minute) Lvl Req: 3

Lv 1. All zombies are speed is cut by 30%

lv 2. zombie speed is cut by 50%

lv 3. Zombies are dazed for 12 Seconds and speed reduced by 60%

lv 4. Zombies dazed for 20 seconds and Speed reduced by 80%




4. Living Tissue Scan ( Scans and pings all Living Units ( Teammates other soldiers survivors etc for 150 seconds) Level Req: 10

lv 1 range of 1000

lv 2 range is improved to 1250

lv 3 range improves to 1400

lv 4 range improves to 2000

Rank Requirment Sgt
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Re: The Barracks (Unit Suggestions)

Post(Link) by Pyrath on 2009-09-25 14:30:46

S-S-S-SUPER NECRO. Points for you. If you'd waited nine days it'd have been a year since the post before you.
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Re: The Barracks (Unit Suggestions)

Post(Link) by FrosTedChaos on 2009-09-25 18:08:17

Poor john_s

got hacked and got his thread necro'ed
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