SUPER UNITS

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!
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nighthawk
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SUPER UNITS

Post by nighthawk »

Thinking of SUPER UNITS....

Background: First I would like to say that these wont be as fun if we don't start creating larger maps. Now on to the inportant stuff, These would be large units that would greatly affect the course of the battle, we already have 2: the satellite uplink center, and the laser satellite command post. (I'm sure no one will dispute the fact that these are SUPER UNITS with me as they do colossal damage in their own ways.) The SUPER UNITS that i am suggesting wont be as monumental, and will be mobile. Basically these will be large units that are built using trucks, like buildings, then (much unlike buildings) will move out of their building areas. To be honest, you could win the game just by building these in the first stages if you had enough energy. But you cant because of the tremendous cost and building time required.


Overall Stats:
.They will cost a large amount of energy: the amount depending on the individual unit
.will need to be built in space proportionate to their size
.movement varies depending on the unit
.All of the SUPER UNITS act as sensor towers
.Can not equip SUPER UNITS with any sensors or building apparatus IE: the truck
.If the unit weapons are not going to be customizable then there will be research trees that will upgrade the weapons as they progress. EX: Juggernaut: cannons laser range finder, or, Mud Skipper: search and destroy missiles. OR the weapons can be influenced by the regular research done as the weapons will be larger versions of the regular weapons IE: like Cannon Fortress and Missile Bastion
.The units will only be available to research once all of the conponents (weapons, movement system, etc) have been researched.


I Need Opinions On:
.Everything (comment a lot!)
.In Game Modifications: EX: The player deciding Which weapons go on the unit, weapon choices will vary on the unit. Should it or should it not?


Individual Unit Stats:

1. Juggernaut Pic: http://img80.imageshack.us/i/photoon20100626at1918.jpg/
.Pic Specs: front weapons are flamers, side weapons are cannons, top weapons are AA guns.... The arrows represent which way it is pointing (IE: the front)... see below for weapon specs.
.Land unit
.Medium or slow speed?
.Will be on tracks
. With-customization weapons: Will be able to have any of the regular weapons and they will be placed like the weapons in the picture. (not specifically though, AA doesnt have to be on top flamers dont have to be at front, etc... those are just the weapon areas)
.If there is going to be no-customization then the evolution of the weapons will go like this:
First GEN (generation): 4 double barreled larger than regular heavy cannons, 2 heavy versions of the regular flamer, and 2 bigger than regular hurricane AA guns
Second GEN: 4 giant double barreled auto cannons, 2 double heavy versions of plasmite flamer, and 2 bigger than regular whirlwind AA guns
Third GEN: either 4 double barreled larger plasma cannons or 4 mass drivers (slightly smaller than the fortress), 2 double barreled emp cannons or mortars, and 2 bigger storm bringer AA laser guns


Ok thats it for this post... i will post the other SUPER UNITS later when i have drawn them up. and i will edit this to include any other bits and pieces. ENJOY!
Last edited by nighthawk on 17 Nov 2010, 05:29, edited 1 time in total.
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Re: SUPER UNITS

Post by Corporal Punishment »

Well, the german Wehrmacht issued projects like this in the middle of WW2. Search for Landkreuzer P-1000 "Ratte" and Landkreuzer P-1500 "Monster." Want to know why these projects were abandoned? Because they proved to be easy targets as they were big and slow. Their heavy armor and armament couldn't make up for this as strategists concluded they could easily be cut off from supply and repair teams and would just be worn down. And loosing one super heavy tank meant loosing all of the resources spent for it. If you spent the same amount of resources on 20 regular tanks, you don't loose everything if you loose one vehicle. Now, WZ has no supply lines, but it has lightly armored repair units and fast, cheap AT-missile units. Your Super units will meet the exact dilemma that caused the Germans to abandon their Landkreuzer projects: Hit-and-run units will wear them down and kill them before they can retreat to a repair station.
Last edited by Corporal Punishment on 28 Jun 2010, 13:07, edited 1 time in total.
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Re: SUPER UNITS

Post by Roux Le Corps »

but the stratagy is not lost, sending them 'commander' style as the biggest in a large group would counter hit and run tactics
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Re: SUPER UNITS

Post by Corporal Punishment »

No. The escorts would tend to chase attackers, leaving the super unit vulnerable to a second attack group. The only workaround would be bringing back the formation speed limit, but this would make the escorts as vulnerable to hit-and-run as the super unit.
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Re: SUPER UNITS

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No you both dont see it. basically these are the main units, the lighter faster units move out as sweepers to destroy any hit and run enemy, then by the time the SuperUnit reaches its target it is free to attack the armored points and larger masses without fear of lighter units
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Re: SUPER UNITS

Post by Ubermad »

a super unit is like the monster of the army. it is massive, HEAVILY armored and armed with devastating weapons. build one of them and have repair units and air support. the super unit should have VTOL repair/rearm pads on its back.
sure it would take a lot of damage, but it would have Huge amounts of HP (20000). :shock:

it may not fit in to the smallest passages in the mountains, and be VERY wonurable for enemy do or die attacks.

i dont know if it would fit in to WZ, but is sounds great for a mod... :D

*EDIT: btw, this reminds me of FatBoy from "Supreme Commander" :P
Last edited by Ubermad on 28 Jun 2010, 18:40, edited 1 time in total.
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Re: SUPER UNITS

Post by m1ndgames »

reminds me of warhammer 40k, i dont like the idea tho...
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Re: SUPER UNITS

Post by Corporal Punishment »

nighthawk wrote:No you both dont see it. basically these are the main units, the lighter faster units move out as sweepers to destroy any hit and run enemy, then by the time the SuperUnit reaches its target it is free to attack the armored points and larger masses without fear of lighter units
If you crippled the enemy's mobile forces already, what's the use of such a walking (or rolling, rather) fortress? His defensive structures you can do in just by artillery or regular tanks. WZ is a strategy game, not a who-builds-the-most-megalomanic-heap-of-steel game.
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Re: SUPER UNITS

Post by Zarel »

Corporal Punishment wrote:If you crippled the enemy's mobile forces already, what's the use of such a walking (or rolling, rather) fortress? His defensive structures you can do in just by artillery or regular tanks. WZ is a strategy game, not a who-builds-the-most-megalomanic-heap-of-steel game.
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Re: SUPER UNITS

Post by nighthawk »

Ubermad wrote:a super unit is like the monster of the army. it is massive, HEAVILY armored and armed with devastating weapons. build one of them and have repair units and air support. the super unit should have VTOL repair/rearm pads on its back.
sure it would take a lot of damage, but it would have Huge amounts of HP (20000). :shock:

it may not fit in to the smallest passages in the mountains, and be VERY wonurable for enemy do or die attacks.

i dont know if it would fit in to WZ, but is sounds great for a mod... :D

*EDIT: btw, this reminds me of FatBoy from "Supreme Commander" :P


yeah it is kind of based on the fatboy. and anyways this is just to make the game a little more interesting. and like i said in the main post, there are more! with different capabilities and strategies, this one is just the first one i thought of. they arent all giant tons of metal.

QFT??
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Re: SUPER UNITS

Post by Zarel »

nighthawk wrote:yeah it is kind of based on the fatboy. and anyways this is just to make the game a little more interesting. and like i said in the main post, there are more! with different capabilities and strategies, this one is just the first one i thought of. they arent all giant tons of metal.
You can design your own powerful units using the Hydra Dragon. Warzone is a design-your-own-tank game.
nighthawk wrote:QFT??
See how it's underlined? Hover your mouse over "QFT".
Last edited by Zarel on 30 Jun 2010, 00:56, edited 1 time in total.
Reason: whoops, meant to say "Dragon"
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Re: SUPER UNITS

Post by Dylan Hsu »

m1ndgames wrote:reminds me of warhammer 40k, i dont like the idea tho...
yes, no more of this please...
http://i87.photobucket.com/albums/k128/ ... c00014.jpg
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Re: SUPER UNITS

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Hydra?

anyways, wait until i post the others before you blow them off.
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Re: SUPER UNITS

Post by DTSX »

Rather than making "Super Units" the almighty titan that is just a much bigger and better armed version of the original, wouldn't Super imply experimental? What experimental implies to me is a technological development so vast, that it is extremely difficult to conceptualize for mass production.

Thus (since I agree with the whole Big Ass Unit = bitch meat for zergling units) I think that the super unit should be something that has experimental weaponry. I thought of a few with names ^_^.

Heavenly Sword - A floating enigma utilizing advance VTOL technology and capable of firing the a giant laser cannon (same as the satellite laser) at the ground

Rod of God - An artillery piece capable of firing enormous kinetic payloads at extreme distances which deal mass destruction. It uses rail gun technology as an artillery function (the rail actually enters atmospheric orbit, then hits the target)

1000 Eyes - A system capable of revealing extremely large sections of the map and functions as a radar (able to show red blips) across the entire map. Cloaking and jamming don't work when this is around. Despite this, it is an unarmed beast.

IWP (Independent Weapons Platform) - Almost the exact opposite of the function of the Heavily Sword and Rod of God, it has a ridiculous number of weaker weapons, but each weapon can fire independent from the other, allowing it to destroy forces of smaller caliber with ease.

Ragnarok - Nuclear Missile platform, what caused the fall of man is being used once again.

Eclipse - A purely anti-air platform capable of knocking down all forms of VTOL at high distances. It has no ground weaponry, but once built, it can protect an army from everything but the most organized VTOL strikes.

Hope's Faith - Opposite of what is traditionally considered a super weapon, this machine actually fixes all the machinery nearby. Making it much harder to destroy any of the tanks in its sphere of influence.

--- just a few ideas. None of these individual units are STRONG as in able to tank damage. Only their functions are extremely useful and should be protected at all costs once made. A well organized VTOL strike or just overwhelming numbers would be able to take down one of these beasts with ease, also there should be a special facility for it and each one would take around 5 minutes to just build. Also there is a limit to 1 of each.
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Re: SUPER UNITS

Post by Zarel »

I don't know. The other problem is that Warzone is a somewhat realistic game. Super units generally aren't very realistic, and don't come up much in real life (especially now that most modern militaries have realized that a bunch of small units are generally better equipped against most threats than a few large units).
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