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Unit Abilities
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 Group admin 
Unit Abilities are a large part of the game, so I felt they should have their own topic. Here you can post ideas for new abilities or balance changes to existing ones.
Permalink
| May 18, 2011, 12:08 am
Three things:
1. List of my ability ideas in the Improvements and Suggestions topic.
2. I think that Moar Gunz should be called Akimbo or Dual Weaponry.
3. There is a duplicate topic of this one, you should delete it.
Permalink
| May 18, 2011, 6:02 am
 Group admin 
Quoting ED Eroomdivad
Three things:
1. List of my ability ideas in the Improvements and Suggestions topic.
2. I think that Moar Gunz should be called Akimbo or Dual Weaponry.
3. There is a duplicate topic of this one, you should delete it.

no moar gunz is r awsum! and I can't find the delete button to delete it where is it???? 0.o

Permalink
| May 18, 2011, 4:26 pm
 Group admin 
Alright men, I have a mission for you-
I have some ideas for abilities, however I cant think of an emblem to represent them, so I need you guys to make an emblem for them. Here's the abilities and what they do-

Vantage Point: Unit can shoot at enemy units on the plateau above them. Passive.

Jump Jets: Unit can jump up to a plateau without using a ramp. Passive. Note: Unit must be as close as possible to the plateau ledge, and only gets a max of 3 movement.

Amphibious: Unit can cross water or land. Passive.

I'd also like a new emblem for Turbo Boost if you guys think of anything.
EDIT: I've made a new emblem for turbo boost, tell me if you like it. Also added in AA Weapons ability, thanks for letting me know that was missing ED.
Permalink
| May 18, 2011, 9:58 pm
Quoting CBMC Chunkblaster
no moar gunz is r awsum! and I can't find the delete button to delete it where is it???? 0.o

Lol. Okay Mr.ChatSpeek, Moar Gunz does is sound awsum. :)
I think maybe you can only lock it?
Permalink
| May 19, 2011, 4:32 am
Quoting CBMC Chunkblaster
Alright men, I have a mission for you-
I have some ideas for abilities, however I cant think of an emblem to represent them, so I need you guys to make an emblem for them. Here's the abilities and what they do-

Vantage Point: Unit can shoot at enemy units on the plateau above them. Passive.

Jump Jets: Unit can jump up to a plateau without using a ramp. Passive. Note: Unit must be as close as possible to the plateau ledge, and only gets a max of 3 movement.

Amphibious: Unit can cross water or land. Passive.

I'd also like a new emblem for Turbo Boost if you guys think of anything.
EDIT: I've made a new emblem for turbo boost, tell me if you like it. Also added in AA Weapons ability, thanks for letting me know that was missing ED.

What do you thinm of my ability ideas? I might get around to posting emblems a for them and the ones you asked for.
So does that mean the Flight Ability units are immune to being shot at by ground units without AA weps? Seems to be a little unballanced in Flight's favour. Also, why would anyone use JJs or Anphibious when they can just fly? My idea to fix these: put some disadvantage on the Flight ability; like less range or attack or health or more CR or something.
Permalink
| May 19, 2011, 4:37 am
 Group admin 
Quoting ED Eroomdivad
What do you thinm of my ability ideas? I might get around to posting emblems a for them and the ones you asked for.
So does that mean the Flight Ability units are immune to being shot at by ground units without AA weps? Seems to be a little unballanced in Flight's favour. Also, why would anyone use JJs or Anphibious when they can just fly? My idea to fix these: put some disadvantage on the Flight ability; like less range or attack or health or more CR or something.

flight is only available to certain unit classes, amphibious is available to all unit classes. And gunships can shoot at other gunships as well. Adding +1 CR is a feasible disadvantage, however I'm going to leave it the way it is for now until we've battle tested it. Out of the abilities you made, I like the A.I. One the most. It could reduce CR cost of a unit by 1, but wouldn't be allowed to receive victory pins, that seams like a fair trade off to me. what you think?
Permalink
| May 19, 2011, 9:36 am
 Group admin 
I'll take Vantage Point and Jump Jets. The first would affect range and the second would affect movement, correct?

Also, I had another question. How does moar gunz work? Is your attack level split in half, or does each weapon get the full force? There are several things about the abilities that don't quite make sense yet, but hopefully it will start to become less complicated when ED and Bryce start their battle.

Battlemaps should be up sometime today!
Permalink
| May 19, 2011, 10:31 am
 Group admin 
Quoting Andrew (bioengineerer9179)
I'll take Vantage Point and Jump Jets. The first would affect range and the second would affect movement, correct?

Also, I had another question. How does moar gunz work? Is your attack level split in half, or does each weapon get the full force? There are several things about the abilities that don't quite make sense yet, but hopefully it will start to become less complicated when ED and Bryce start their battle.

Battlemaps should be up sometime today!

Sorry For not explaining it further yet, I'm designing an ultra at the moment, because I'm going to make a special post for ultra's and multiple weapon systems. This will explain how Moar Gunz works because it explains how a unit handles multiple weapon systems. Ultras are important because they are the gateway to naval combat and units with several weapon systems. Just hold off on using Moar Gunz for now
Permalink
| May 19, 2011, 4:16 pm
 Group admin 
Chunk, you forgot to update the unit abilities file. :7 Problem?
Permalink
| May 19, 2011, 6:29 pm
 Group admin 
Quoting Andrew (bioengineerer9179)
Chunk, you forgot to update the unit abilities file. :7 Problem?

Really? Thaught I fixed it... Ill check it out
Permalink
| May 19, 2011, 7:59 pm
Quoting CBMC Chunkblaster
flight is only available to certain unit classes, amphibious is available to all unit classes. And gunships can shoot at other gunships as well. Adding +1 CR is a feasible disadvantage, however I'm going to leave it the way it is for now until we've battle tested it. Out of the abilities you made, I like the A.I. One the most. It could reduce CR cost of a unit by 1, but wouldn't be allowed to receive victory pins, that seams like a fair trade off to me. what you think?

Yeah, that sounds fair. The point of AI is so we can make swarmer units more easily and, being as the point of swarmers is that they're cheap and weak, no VPs would be fine.

My UAEs are up and in the group. Also some for some of mine but a few I couldn't think of emblems for.
Permalink
| May 20, 2011, 5:21 am
 Group admin 
Ok, new abilities added- Vantage point, Extra armor Plating, jump jets and AI operated. Though I hadn't planned on adding ED's Armor one, I decided that Armor should have a passive ability, and for now it just gives you 1 bonus point towards armor. Though it isn't much, in comparison to "long range", which has the drawback of not being able to fire and move in the same turn, Extra Armor Plating has no drawbacks. Tell me what you guys think of this and if it can be changed or improved.
Permalink
| May 24, 2011, 10:06 pm
 Group admin 
Gentlemen, I want your opinion on something- I feel that the AI ability is a bit underpowered in that it only reduces CR cost by 1, and yet the unit cannot receive victory pins, which in the long run is a pretty steep tradeoff. I feel that this should be upped to a -2 CR cost to the unit. DO you guys feel this is fair?
Permalink
| May 28, 2011, 2:41 pm
Quoting CBMC Chunkblaster
Gentlemen, I want your opinion on something- I feel that the AI ability is a bit underpowered in that it only reduces CR cost by 1, and yet the unit cannot receive victory pins, which in the long run is a pretty steep tradeoff. I feel that this should be upped to a -2 CR cost to the unit. DO you guys feel this is fair?

Yeah, of course. That was my original idea in the first place (-2 CR).
Permalink
| May 28, 2011, 7:08 pm
 Group admin 
Quoting ED Eroomdivad
Yeah, of course. That was my original idea in the first place (-2 CR).

Alright, sounds good. Now then, I also get the feeling that the passive ability "Extra Armor Plating" is a bit underpowered as well, what was your original intention for that one?
Permalink
| May 29, 2011, 4:56 pm
Quoting CBMC Chunkblaster
Alright, sounds good. Now then, I also get the feeling that the passive ability "Extra Armor Plating" is a bit underpowered as well, what was your original intention for that one?

It was meant as a counter-ability. So it would mean that it was invulnerable to the extra damage that any other unit would take from, say AP rounds for example. Also it would negate poison and splash if you add those. It would become more useful as more attack-based abilities were added.
Permalink
| May 30, 2011, 5:38 am
New idea!
What about "Gun 'n' Run"? That would mean that the unit moves, shoots, then moves again. Might either have double movement (full before and full again after) or normal movement (some before and the leftovers after).
Permalink
| June 2, 2011, 6:37 am
 Group admin 
Quoting ED Eroomdivad
New idea!
What about "Gun 'n' Run"? That would mean that the unit moves, shoots, then moves again. Might either have double movement (full before and full again after) or normal movement (some before and the leftovers after).
Uh, that's a bit confusing ED. Care to expand?

Permalink
| June 2, 2011, 10:02 am
Quoting Andrew (bioengineerer9179)
Quoting ED Eroomdivad
New idea!
What about "Gun 'n' Run"? That would mean that the unit moves, shoots, then moves again. Might either have double movement (full before and full again after) or normal movement (some before and the leftovers after).
Uh, that's a bit confusing ED. Care to expand?

Either of these:

Unit moves up to max movement, then unit attacks, then unit move up to max movement again

OR

Unit moves some of it's max movement, unit attacks, unit moves up to whatever movement remains after the first move

Fo units that have little amounts of armour, so need to attack and retreat before the other side can hit them.
Permalink
| June 3, 2011, 5:32 am
That's an interesting Idea ED. Under your 'two moves' idea, I could see a highly probable increase in the lifespan of light-class units.

Permalink
| August 31, 2011, 11:34 am
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