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 Post subject: Bad Idea Daily: Sea Men
PostPosted: Sun Nov 18, 2007 10:17 am 
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Name is obviously the official name.

Unit: Sea Men
Cost: 3000
Type: Infantry
Movement: Type: Sea Men(Same as Infantry, but may also move on Sea and Reef tiles.) Mountain/Forest Movement is 2.
Movement Range: 2
Vision Range: 2 (2 On Mountains, not trained for recon on land). 4 on Reefs.
Fuel: 70/70

May capture just like any other infantry.

Deploy from: Port. Mabye Base, but doubt it to keep maps balanced.


Primary Weapon: Submersable RPG
Ammo: 3/3
Damage: Same as a Mech for all land units. May attack naval units with the power of a tank. Attacks subs and BBoats with significant power(Probably Md Tank-ish). May attack hidden subs.

Secondary Weapon: Harpoon Gun
Ammo: 9
Damage: Same as Mech Secondary, but cannot hurt Tank Units(Can still fire on Non-Tank ground units for Infantry damage, a Harpoon fired at a great speed could easily pierce a truck, for example)).

What may attack it: Same units that can attack Infantry and Mechs. Air units except for Stealths and Zeps may not attack them(Did you know 3-6 feet of water can literral stop an Anti-Tank gun, or most/all ballistic rounds?). Only Destroyers and other Sea Men may attack them at sea.

Bad Ideas are Go. Laugh Out Loud.

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Last edited by Darxio on Sun Nov 18, 2007 10:42 am, edited 2 times in total.

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PostPosted: Sun Nov 18, 2007 10:30 am 
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for a thousand more you can get a mech that can walk on water, why don't you just call them Jesus.

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 Post subject:
PostPosted: Sun Nov 18, 2007 10:38 am 
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Know what CW needs? Pirates from FE.

Also, I would think infantry and mechs get vision on mountains cause, well, they're very tall. So, y'know, more distance. I don't see how it would apply to reefs.

I'm... just not gonna continue to comment. Apparently this is better than the Mech in just about every way if I have read it right.

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PostPosted: Sun Nov 18, 2007 10:38 am 
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inb4sexjokes

I don't know what to make of this. My gut tells me that foot soldiers have no place in a naval scenario.

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PostPosted: Sun Nov 18, 2007 10:49 am 
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Whoops, forgot to add in his land movement numbers. Sea Men are slow and cumbersome on land tiles like Mountains and Forests, but very fluid movements in the water.

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PostPosted: Sun Nov 18, 2007 11:08 am 
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well that changes every thing, now it is an mech with infantry movement on land and, they're freaken boats

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 Post subject:
PostPosted: Sun Nov 18, 2007 11:16 am 
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The last thing CW could possibly need is Sea Men all over the place.

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PostPosted: Sun Nov 18, 2007 11:33 am 
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monkymeet wrote:
The last thing CW could possibly need is Sea Men all over the place.


I lol'd.

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 Post subject:
PostPosted: Sun Nov 18, 2007 12:08 pm 
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FE Corsairs meet AW.
What the hell would the sprite look like XD?

Would kinda screw over Black Boats though...

[ also I think "seamen" is one word, both when referring to sailors and otherwise ]


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PostPosted: Sun Nov 18, 2007 12:12 pm 
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Sprite would look like... Navy SEALs in SCUBA gear, I guess. With a helmet. Mabye diving helmet, but at least the obligatory infantry helmet. And flippers on their feet.

At least for Orange Star. Green Earth's Sea Men can have their Trenchcoat, for example...

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PostPosted: Sun Nov 18, 2007 9:55 pm 
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lol.

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 Post subject:
PostPosted: Mon Nov 19, 2007 8:09 am 
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You know what...?

An amphibious tank!


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PostPosted: Mon Nov 19, 2007 8:27 am 
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That we call Battlecraft?

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PostPosted: Mon Nov 19, 2007 8:31 am 
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Oh yeah xD


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PostPosted: Mon Nov 19, 2007 8:33 am 
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*facepalm*

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PostPosted: Mon Nov 19, 2007 10:42 am 
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. . .

Oh the jokes I could make. I'm leaving now...

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PostPosted: Tue Dec 04, 2007 11:57 pm 
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I thought of this in my sleep, and I didn't want to make an entirely new topic when I have all of the insults gathered so neatly here.

Frog Men!

Moving past all of those significant tech sections, I wanted to know what you think of this idea. (Basically, how much does it not fail?)

Frog Men may capture enemy ship units. The capture points are based entirely on how much life the enemy ship has left.

For example: Let's just say that FM at full life have 40 capture points, they're trying to capture a damaged battle ship with 76 HP left. It would take the FMs two turns to complete the capture.

HOWEVER; The enemy can still move the battle ship, and his other units can choose to attack the FMs on board. If the hijacked boat has direct attack capabilities, it can choose to fight off the FMs, or other ship units with attack capabilities can move up right beside and have thier crews attack the FMs, even if they don't technically have anti-infantry capabilities.

And, just for kicks, we can say that if the FMs don't capture the enemy craft in X amount of time, they abandon their mission and die automatically.

Kinda taking a cue from previous Spy ideas.

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 Post subject:
PostPosted: Wed Dec 05, 2007 1:19 am 
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SimMarine wrote:
*facepalm*

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 Post subject:
PostPosted: Wed Dec 05, 2007 4:43 am 
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Zi Freak wrote:
Moving past all of those significant tech sections, I wanted to know what you think of this idea. (Basically, how much does it not fail?)

To be blunt, it's absolutely terrible >_>

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PostPosted: Wed Dec 05, 2007 4:50 am 
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First Mate: Captain! We're losing control of our ship! The wheel isn't turning anymore, and the right engine is failing! What could possibly be causing it, captain??

Captain: Only one thing could be doing this to the ship, First Mate... *scowls angrily into the camera with a close-up* Frog People...

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 Post subject:
PostPosted: Wed Dec 05, 2007 4:53 am 
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112% failure.

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 Post subject:
PostPosted: Thu Dec 06, 2007 7:05 am 
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Okie Dokie!

I wanted to make a unit that was more than Infantry with flippy flippers. Thought about previous attempts at "hijacking" enemy units. Am I to understand that no one will ever support the "hijacker" unit?

Also, Darxio's situation made me giggle.

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