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 Post subject: New Unit+Terrain
PostPosted: Tue May 13, 2008 6:34 am 
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Joined: Wed Apr 23, 2008 7:47 am
Posts: 5
I got bored so I made these 2 things. they both go together.

Tunneler
Cost:~15000 (may change, ~=around)
Move: 4
Move Type: Treads
Vision: 1
Fuel: 90
Weapon 1: None
Weapon 2: None
Abilties: Can dig through mountains, creating a tunnel (explained below). The digging works the same way as capturing. 10HP Tunneler, 10/20 done. 1HP Tunneler, 1/20 done.
Image

Tunnel
May cost $$ if needed (so you dont spam them)
Defence: 1 (it is dark)
Movement Cost: Same as Road
Thins to note: Indirect units may not fire while inside tunnels, and they cannot fire into tunnels (they may fire at the foot soldiers on the mountain above). Infantry and mech soldiers still use the mountans, and not the tunnel. Can hide ground vehicles units in FoW.
Image
Order of tunnel formations
Code:
|

Code:
-

Code:
+

You may dig a tunnel through another tunnel creating the 4 intersection tunnel. Depending on the side you dig on, depicts which tunnel will be created.


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 Post subject:
PostPosted: Tue May 13, 2008 9:16 am 
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Joined: Wed Oct 17, 2007 12:34 pm
Posts: 341
Location: Seven
Interesting enough, spelling and grammar mistakes aside.
But this one is predictable, too:
"mountains are used as barriers for ground units, thus a unit which would ruin that effect would be gamebreaking".
Furthermore;
"such a situation unit, not to mention one that will be utterly and completely useless once its task is complete, is not good for Custom Wars or any game".
Also, just to be a douche,
"the treads movement type does not allow units to move onto mountains, thus this unit could never get onto a mountain in order to use its ability, making it a complete waste".

Sorry, man, but I'm usually the last one to reject new unit ideas, and this one's a no-go.

[ *shrugs* the effort's worth something, though ]


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