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firmansiahaan

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Flame rig!

fires a flame thrower. Needs line of sight but flames continue doing damage over time and spread to nearby structures

Nano rig!

fires a cloud of nanobots that turn defences friendly for a short period of time

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Flame rig would be easy to play around with if you spread those structures-- also won't the coding be hard?

Nano Rig... is perhaps overpowered. Shield Rig instantly loses against this in a idea that if played correctly, the defenses would just overthrow the structure targetted by the rig, while those rigs charge in. Sure, it's weak against those that cannot rotate, but still, it buys more HP than the shield itself could. Perhaps 16s cooldown, channeled ability and 8 base ability range with 2.92+0.08*level duration? Also cannot take over distruptors for some unexplainable reason. Movespeed is 16 (also to make it harder to get value from ability)

I already had a idea of Distrupt rig, a simple and staple idea becaude distruptions already exist. Even I had the idea about it being able to go through multiple structures (like laser pierce) or getting through line of sight and even multi-targets. Of course, the basic one remains the strongest disabling ability (due no specialization). 10 base ability range, requires LoS by default and disables for 3.69+0.11*level. Movespeed is 18.

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Nano rig would be problematic. If you used three you could keep any defences in range of you permanently friendly making you basically unstoppable. To counter this you could lower the ability duration but I think you would have to lower it so much it would make having just one pointless

flame rig would be awesome. It would cause people to rethink their base design, taking the game in an interesting new direction

disrupter rig could work

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Plasma Rig mechanics work like Laser, which pierces any non-walls.

Nano rig : No, making the ability requiring the rig to stay in place (the rig is unable to do anything) balances it. Units ignore temporarily captured defenses and strike at the rig directly.

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Chameleon rig

transforms into a random rig after each ability use or maybe every 30 seconds. The issue with this would be what equipment you have. A solution is perhaps to have it transform into rigs you already have in your hangar

edit: Hmmm. I don't think this is a good idea

Edited by Flavius

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It's too hard to code and would be too random, and there's not much randomness in this game aside from criticals so please don't add that much randomness lol.

Why don't we start defenses ideas too? I had it on other thread if you see it.

-Kaylon Shortburster(Munition): Extreme damage (30% higher than dps of railgun), 11range, 60% ability damage resistance, cannot be rangeboosted(hard to implement rangeboost unavailability).

-Tensai EMP Emitter(Plasma): Slows down all rigs nearby, and causes small damage. Slow does not stack with Robotic Lab's slow, but damage does. Range of 14. Runs with Plasma.

-Airstrike Tower(Ballistics) : Global range airstrike with bombs(which sends out planes sized like those taking credits). Literally artillery with slighly smaller AoE and slightly less damage for global range. The downside is the bombs stored within the tower will explode and harm EVERYTHING nearby 4 range. Achievement : Kill a rig with a destruction of Airstrike Tower.

Repair Bay(Spawner) : Spawns drones that repair structures. Prioritization of defenses-CS-anything else, if more than one of the same highest priority target is found, will repair the lowest HP ones. Cannot repair the repair bay itself. Works like other spawners.

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how about allowing the command ship to fire missiles? It seems a little silly that it can't defend itself directly

I like the repair drone idea. They would be a top priority to destroy and it's about time something took the place of disrupters as your main concern

Edited by Flavius

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Well, it is a space ship, afterall, and the weapons are supposed to use in space.

Though it does indeed require self-defense, but with how the ship looks it's impossibe to rework it unless they want to work the sprites again. Perhaps adding 2 small turrets near the front edges of the pad might be decent.

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