psychopompos wrote:@ avestron
nexus t3
nanite bombs, do no real damage, but sent enemy out of control or turn them to your side.
neural mapping, allowing any recycled unit to have its exp passed to the next 4 or 5 units made.
These are a couple of really interesting ideas. ^_^ Nanite versions of several weapons (mortar, bombs) would be a fitting addition to NEXUS.
Neural Mapping is also interesting but for balance reasons i'd suggest against the ability to spam multiple copies multiple times to produce a professional army from a single unit. :c) I 'do' think that destroyed units going into the production line similar to recycled units would be a very nice enhancement for NEXUS though (insert manical digitized laughter here
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scav t3
emp mines coupled with capture technitians,
various passive weapons like tank traps that can be driven over, but half kill the tank driving over them.
camo tech, making them invisible when stationary
Ah yes - Mines in general could be a T1-to-T3 addition to scavengers.
I think that camo tech should partially be heriditary to the class of unit (in the order of human, cyborg, light vehicle, super cyborg, medium vehicle, heavy vehicle, superheavy vehicle).
Smoke screen generators in T1 would also be interesting and could themselves be a defensive enhancement.
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I am also interested in hearing further ideas on how to further separate the tech trees of the factions. Remember that these changes are very plausible and would require separate tech trees for the factions - away and apart from the campaign tech tree (which would still be playable in multiplayer but would lack faction-specific boons). This would not affect campaign.