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PostPosted: Sun May 16, 2004 3:28 pm 
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Sea Wolf
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Location: University of Tennessee, USA
*shrug* Guess it can't hurt to put down a few ideas I've had:


Stealth Tank:

Range 1
Damage 2
Movement 2
HP 5
$3
Special: Takes -1 damage from all attacks from 2 or more hexes away.
--Haven't thought of a real use for it yet...perhaps an alternative to LAVs on an artillery-infested border?


Refit Truck:

Range 1
Damage -1
Movement 1
HP 3
Somewhere from $2 to $5
Special: Can only "attack" friendly units. Cannot raise HP above normal maximum (i.e. no 8 HP Annihilators)
--Always handy


Jammer:

Range 4
Damage 1
Movement 1
HP 3
$4
Special: All units (including airplanes) in a hex attacked by the Jammer have -2 range the next turn. Units with 2 range are reduced to 1 range. Units with 1 range cannot fire.
--Useful for neutralizing artillery


Mobile Guard Tower:

Range 4
Damage 2
Movement 0
HP 6
$4
Special: Has Movement 1 for the purpose of being loaded on and unloaded from Land and Naval Transports
--Would be good to provide fire support during an assault.


Paratroopers (Reserve):

Range 6
Damage 0
Movement 12
HP N/A
$2
Special: Is an Airplane. Can only attack an unoccupied hex, at which point it creates a Paratroopers (Deployed) in that hex and then disappears.

Paratroopers (Deployed):

Range 1
Damage 2
Movement 1
HP 3
$N/A
Special: Does not count towards control of a country (that is, if PL holds the capital and FNU's only units in the country are Paratroopers (Deployed), then PL controls the country as though there were no FNU troops in it).
--Could be used to take out back-rank units during a stalemate or an invasion


Nuclear Artillery:

Range 4
Damage 3
Movement 1
HP 3
$5 or $6
Special: All units (including friendly units) adjacent to the attacked hex take 1 damage. Cannot attack a hex adjacent to itself.
--Good for taking out swarms or for breaking a stalemate


AWACS:

Range 2
Damage 0
Movement 12
HP N/A
$4
Special: Is an Airplane. All friendly units (that fulfill both A) within attack range of an AWACS and B) have range greater than 3) deal +1 damage (does not affect Jammer or Nuclear Artillery). Not affected by Jammers.
--Helps even out all the anti-artillery stuff I thought up


Heavy Cruiser:

Range 2
Damage 2
Movement 3
HP 6
$3 or $4
--Navies have an LAV-equivalent (Destroyers), a Mech-equivalent (Battleships), and an RL-equivalent (Carriers), but no real Tank-equivalent, which is what this would be

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 Post subject:
PostPosted: Wed May 19, 2004 4:56 am 
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Tough Nut

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Location: France
And why not a FLYING TRANSPORT ?? A long range transport that could take 2 units from one side of a montain and bring them on the other side. I think it'd be a very usefull unit !! Also it could pass ennemy defense lines with ease :)

Range 0
Damage 0
Movement 9
Armour 3
Cost 4


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 Post subject:
PostPosted: Wed May 19, 2004 7:09 am 
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Conscript

Joined: Tue May 04, 2004 4:59 am
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Uuldahan wrote:
And why not a FLYING TRANSPORT ?? A long range transport that could take 2 units from one side of a montain and bring them on the other side. I think it'd be a very usefull unit !! Also it could pass ennemy defense lines with ease :)

Range 0
Damage 0
Movement 9
Armour 3
Cost 4

might work if movement was 6 and armour 2 otherwise it's just to good and would unbalance the game

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 Post subject:
PostPosted: Wed May 19, 2004 7:43 am 
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Sea Wolf

Joined: Thu Jan 15, 2004 8:50 am
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or if it was like a plane that just sat in the capitol, then once a turn it could move a unit in the capitol to another friendly capitol within 12 spaces.

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 Post subject:
PostPosted: Wed May 19, 2004 9:02 am 
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Conscript

Joined: Tue May 04, 2004 4:59 am
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Enforcer wrote:
or if it was like a plane that just sat in the capitol, then once a turn it could move a unit in the capitol to another friendly capitol within 12 spaces.

i don't think that would be to useful you might as well use normal transports at least then you can move multiple unit at a time and into hostile turrain and they don't take up bomber room

Artanis
i don't know about most of you ideas they seem to require major mods to the game rules for minimal benefits but the refit truck could add some ineresting options

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 Post subject:
PostPosted: Thu May 20, 2004 3:22 am 
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Tough Nut

Joined: Wed Apr 07, 2004 6:34 am
Posts: 35
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Location: France
Hells Weapon wrote:
Uuldahan wrote:
And why not a FLYING TRANSPORT ?? A long range transport that could take 2 units from one side of a montain and bring them on the other side. I think it'd be a very usefull unit !! Also it could pass ennemy defense lines with ease :)

Range 0
Damage 0
Movement 9
Armour 3
Cost 4

might work if movement was 6 and armour 2 otherwise it's just to good and would unbalance the game


The first idea I had in mind is that it'd cool if we had a way to pass montains to attack nations. Most of the time, montains are quite large and require a movement of 9 at last. That's why making their movement less than 9 would be quite useless.
But it can also just be a unit to pass ennemy lines by airs, or invade islands. Why not :lol:

In this case the stats would be more like that:

Range 0
Damage 0
Movement 6
Armour 2
Cost 4


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 Post subject:
PostPosted: Thu May 20, 2004 4:50 pm 
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Veteran
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Location: Bergen, Norway
I think cost 4 is a bit steep, how about same stats but capacity of 1, cost 2?

PS: I don't want any new units, I just like discussing them. :D


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 Post subject:
PostPosted: Thu May 20, 2004 6:58 pm 
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Sea Wolf
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Posts: 603
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Location: New York
Who needs new units? Phantom Renaissance (sp?) will have new, unique units for each side, so just wait for that. But yeah, they are fun to discuss, so keep it up.

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 Post subject:
PostPosted: Thu May 20, 2004 7:06 pm 
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Sea Wolf
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Location: University of Tennessee, USA
My suggestions were with Phantom Renaissance in mind...I don't know if the new units have been decided yet or what, and thought I'd throw those ideas out there.

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 Post subject:
PostPosted: Sat May 22, 2004 12:01 am 
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Tough Nut

Joined: Wed Apr 07, 2004 6:34 am
Posts: 35
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Location: France
Deestan wrote:
I think cost 4 is a bit steep, how about same stats but capacity of 1, cost 2?

PS: I don't want any new units, I just like discussing them. :D


Sure, a transport that carries 1 unit with a cost of 2, why not. It'd add interesting new perspectives to invade nations :D


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 Post subject:
PostPosted: Sat May 22, 2004 12:06 am 
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Tough Nut

Joined: Wed Apr 07, 2004 6:34 am
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Location: France
Three Seven wrote:
Who needs new units? Phantom Renaissance (sp?) will have new, unique units for each side, so just wait for that. But yeah, they are fun to discuss, so keep it up.


Will Phantom Renaissance :
1. add new units to the existent ones ?
2. or will there be totally new units for both sides ?

Also, do you guys know if this game will be compatible with MAN ?


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 Post subject:
PostPosted: Sat May 22, 2004 7:28 am 
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P.L. Marshal
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Joined: Thu Nov 13, 2003 11:14 am
Posts: 1065
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http://www.massiveassault.com/press_release10.php

umm...when will they learn to read news?


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 Post subject:
PostPosted: Sat May 22, 2004 7:38 am 
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Tough Nut

Joined: Wed Apr 07, 2004 6:34 am
Posts: 35
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Location: France
Mrakobes wrote:
http://www.massiveassault.com/press_release10.php

umm...when will they learn to read news?


I don't like the tone of your reply...


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 Post subject:
PostPosted: Sat May 22, 2004 11:07 am 
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P.L. Marshal
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that was not reply that was a question :D


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 Post subject: Re: Unit Suggestions
PostPosted: Sat Sep 18, 2004 12:06 pm 
My thought on your units in stars below.



*****LAND*****

*LIGHT TANK*

1 Fire
1 Range
4 Move
4 Hits
2 $

/possibly forces opponent to better protect his MLs
/could be useful sometimes for recruitment blocking
/could be useful to plug a gap if in a hurry


*************
I would say

Light tank


1 Fire
1 Range
1/2 Move*
3 Hits
1 $

* but gets two moves when coupled with transporter. can load into a transporter and off a transporter in one move

************

*ASSAULT TANK*

4 Fire
1 Range
1 Move
6 Hits
4 $

/powerful, yet very inefficient

*****************
I dont believe we need a more powefull tank, it is basically a heavy bot and i dont want to see new units just for the sake of them, the beauty of the game is its outer simplicity and its inner depth.
******************

*MINES AND OBSTACLES*

0 Fire
0 Range
0 Moves
6 Hits
2 $

/doesnґt do any damage, but more resistent than LAV
/possibly sometimes able to annoy opponent

****************
I dont like teh idea for the same reason as the assault tank.
****************

*FORTRESS*

3 Fire
4 Range
0 Moves
12 Hits
6 $

/for the seriously anal-retentive :lol:

*****************
Yes, i like this. as the guard tower is such a specialised and rarely used implement it is not harme by having another unit to compliment the choice.
*****************


*****SEA*****

*CRUISER*

2 Fire
3 Range
4 Moves
5 Hits
3 $

/Battleships for the poor
/relatively cost-efficient, yet mediocre

*************
I would simply like to see destroyers have those values (but with the same range as they have now of two to make them more specialised for sea operations) while battleships have an attack of 4 at cost 6 and hitpoints 9
*************

*SUB*

2 Fire
2 Range
2 Moves
3 Hits
2 $

edit: -CAN NOT ATTACK LAND UNITS-

/may force protection of Transports
/slow and fragile, but a cheap threat to Transports and Amphibs


*****************
I do not see why people would buy these.
*****************



*****AIR*****

*HEAVY BOMBER*

2 Fire
8 Range
16 Moves
7$
-CAN NOT LAND ON CARRIER, ONLY ON CITY-

/long-range firepower at an insane price



*************
Sounds reasonable
*************



*****AIR/LAND*****

*HELICOPTER*

2 Fire
1 Range
6 Moves
4 Hits
4 $
-OCCUPIES TERRAIN LIKE LAND UNIT-
-MOVES OVER TERRAIN/UNITS LIKE PLANE-
-CAN NOT BE TRANSPORTED, BUT *CAN* LAND ON CARRIER-

/unpredictable[/quote]

****************
I wouldnt buy one usually... an apc wit a tank is nicer to me... although it could attack ships admitedly. i wouldnt like to see the unit set expanded much but i guess there is a niche for this unit although something tells me it would be too versatile... hmmm. im undecided on this one and therefore vote to have it left out (if it aint broke dont fix it)
****************


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 Post subject: Re: Unit Suggestions
PostPosted: Sat Sep 18, 2004 12:07 pm 
My thought on your units in stars below.



*****LAND*****

*LIGHT TANK*

1 Fire
1 Range
4 Move
4 Hits
2 $

/possibly forces opponent to better protect his MLs
/could be useful sometimes for recruitment blocking
/could be useful to plug a gap if in a hurry


*************
I would say

Light tank


1 Fire
1 Range
1/2 Move*
3 Hits
1 $

* but gets two moves when coupled with transporter. can load into a transporter and off a transporter in one move

************

*ASSAULT TANK*

4 Fire
1 Range
1 Move
6 Hits
4 $

/powerful, yet very inefficient

*****************
I dont believe we need a more powefull tank, it is basically a heavy bot and i dont want to see new units just for the sake of them, the beauty of the game is its outer simplicity and its inner depth.
******************

*MINES AND OBSTACLES*

0 Fire
0 Range
0 Moves
6 Hits
2 $

/doesnґt do any damage, but more resistent than LAV
/possibly sometimes able to annoy opponent

****************
I dont like teh idea for the same reason as the assault tank.
****************

*FORTRESS*

3 Fire
4 Range
0 Moves
12 Hits
6 $

/for the seriously anal-retentive :lol:

*****************
Yes, i like this. as the guard tower is such a specialised and rarely used implement it is not harme by having another unit to compliment the choice.
*****************


*****SEA*****

*CRUISER*

2 Fire
3 Range
4 Moves
5 Hits
3 $

/Battleships for the poor
/relatively cost-efficient, yet mediocre

*************
I would simply like to see destroyers have those values (but with the same range as they have now of two to make them more specialised for sea operations) while battleships have an attack of 4 at cost 6 and hitpoints 9
*************

*SUB*

2 Fire
2 Range
2 Moves
3 Hits
2 $

edit: -CAN NOT ATTACK LAND UNITS-

/may force protection of Transports
/slow and fragile, but a cheap threat to Transports and Amphibs


*****************
I do not see why people would buy these.
*****************



*****AIR*****

*HEAVY BOMBER*

2 Fire
8 Range
16 Moves
7$
-CAN NOT LAND ON CARRIER, ONLY ON CITY-

/long-range firepower at an insane price



*************
Sounds reasonable
*************



*****AIR/LAND*****

*HELICOPTER*

2 Fire
1 Range
6 Moves
4 Hits
4 $
-OCCUPIES TERRAIN LIKE LAND UNIT-
-MOVES OVER TERRAIN/UNITS LIKE PLANE-
-CAN NOT BE TRANSPORTED, BUT *CAN* LAND ON CARRIER-

/unpredictable[/quote]

****************
I wouldnt buy one usually... an apc wit a tank is nicer to me... although it could attack ships admitedly. i wouldnt like to see the unit set expanded much but i guess there is a niche for this unit although something tells me it would be too versatile... hmmm. im undecided on this one and therefore vote to have it left out (if it aint broke dont fix it)
****************


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