Kustorion: Difference between revisions

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| format align="center" |3(Tech 1/3/4)
| format align="center" |3(Tech 1/3/4)
|-
|-
! Description
|Tech 1(scout ships), Tech 2 (destroyers), Tech 3 (cruisers/battleships), Tech 4(dreadnoughts). NO DEVICES OR SHIELDS CAN BE ADDED=> standart los and radar give disadvantage to any target! Slower with every better tech!
|Primary naval builders, best with radars,sonars and/or radar-jammers combined with battleships, modernate speed, not that expensive!
|Tech 2 has two repair/refuel pads and a fighter/bomber/gunship bay that can hold 4 air units, Tech 3 has four repair/refuel pads and a fighter/bomber/gunship bay that can hold 11 air units! Fight command sends fighters/gunships to fight the carrier stays in place! Can manage an effective coastal offence! Expensive!
|Underwater submarine
|- Hidden from battleships, unless detected by a sonar! Can shoot nukes from underwater(Nuke-Package required). Can submerge/unsubmerge! Can only shoot torpedoes and nukes while submerged! Very Expensive and '''cannot have any Anti-Air weaponry!'''
! Weapon, Armor, Shield and Device slot count
! Weapon, Armor, Shield and Device slot count
| (Cannot have Shields and Devices)<br>'''Tech 1''' - 2<br>'''Tech 2''' - 6<br>'''Tech 3''' - 11<br>'''Tech 4''' - 17
| (Cannot have Shields and Devices)<br>'''Tech 1''' - 2<br>'''Tech 2''' - 6<br>'''Tech 3''' - 11<br>'''Tech 4''' - 17

Revision as of 16:53, 2 February 2008

- Original Idea From Janis "Pendrokar" Lukss TIP(Thoughts In Progress) !
This mod will try to make these custom units as easy as possible to create and save them!
Tech level would differ in the size of the unit chassis that higher tech factories could build.
Races? Races, if there will be any, would differ in the style they look(Futuristic, modern(our age), alien...) and because they would only differ in style it would be easier to balance one race!
Resources same metal and energy.

Story:...

Unit chassis/engines:

Ground Unit Chassis Table
Chassis Wheeled Treaded Legged Spiderling Hovercraft Underground Digger
Tech Levels 4 4 4 4 2(Tech 2/3) 3(Tech 2/3/4)
Visual Description (Tech 1) On 3 wheels.
(Tech 2) 4, a bit bigger wheels, (whole size is 30% bigger than Tech 1).
(Tech 3) 6 big wheels (whole size 2 times bigger than Tech 1).
(Tech 4) 8 big wheels (size 3 times bigger than Tech 1)
(Tech 1) A pair of treads.
(Tech 2) Two same pair of treads (size same % as wheeled).
(Tech 3) Two pair of treads, back treads 150% larger than front.
(Tech 4) Two big pair of treads same sizes.
(Tech 1) On two legs and body like a mech.
(Tech 2) On two legs and bigger.
(Tech 3) Four legged (similar to OTA Fido).
(Tech 4) Two legs, but big.
Robot-Spider type.
(Tech 2) 6 Legged .
(Tech 3) 8 legged; size about 50% larger than Tech 2
(Tech 1) Length:Width = 3:2
(Tech 2) Length:Width = 4:2
(Tech 3) Length:Width = 6:3
(Tech 2) Tech 2 cylinder type body with two pair of treads with an drill on the front.
(Tech 3) Bigger by 60% and has two pair of treads(front:back = 1:2).
(Tech 4) has three drills on the front pointed close to the center with two pairs of threads and 120% bigger than Tech 1.
Movement Good speed and chassis, turret rotation speed; Cannot drive onto steep terrain. Moderate speed, slow rotation speed for both the vehicle and turrets and can drive on steep terrain. Slow speed, but fast turret rotation speed; Can climb on steep terrain(lower than treaded). Slow speed; Very fast rotation speed; All terrain; Amphibious. Very fast speed; Moderate rotation speed; Cannot drive onto steep terrain; Can Glide down a hill; Can Hover over short walls. Very slow speed and rotation speed on ground; Moderate speed when going through underground. Can drive onto steep terrain.
Weapon, Armor, Shield and Device slot count Tech 1 - 2
Tech 2 - 5
Tech 3 - 8
Tech 4 - 12
Tech 1 - 2
Tech 2 - 4
Tech 3 - 9
Tech 4 - 14
Tech 1 - 2
Tech 2 - 6
Tech 3 - 10
Tech 4 - 15
Tech 2 - 3
Tech 3 - 7
Tech 1 - 1
Tech 2 - 4
Tech 3 - 8
Tech 2 - 6
Tech 3 - 12
Tech 4 - 18
Carrying Capacity Low Medium High Medium Low Very High
Air Unit Chassis Table
Chassis Gunship Bomber Fighter
Tech Levels 3 3 3
Visual Description Tech 3 would be similar to a Krow from the AA mod! Higher Tech bombers are larger! Each changing size by 20% more than previous Tech.
Flight Height Tech 1/2 - Low
Tech 3 - Medium
Tech 1 - Medium
Tech 2/3 - High
Low-Medium(Default)-High
Weapon, Armor, Shield and Device slot count Tech 1 - 2
Tech 2 - 5
Tech 3 - 8
Tech 1 - 2
Tech 2 - 4
Tech 3 - 7
Tech 1 - 1
Tech 2 - 2
Tech 3 - 5
Naval Unit Chassis Table
Chassis Battleship Support Ship Carrier Ship Submarine
Tech Levels 4 3 2(Tech 2/3) 3(Tech 1/3/4)
Description Tech 1(scout ships), Tech 2 (destroyers), Tech 3 (cruisers/battleships), Tech 4(dreadnoughts). NO DEVICES OR SHIELDS CAN BE ADDED=> standart los and radar give disadvantage to any target! Slower with every better tech! Primary naval builders, best with radars,sonars and/or radar-jammers combined with battleships, modernate speed, not that expensive! Tech 2 has two repair/refuel pads and a fighter/bomber/gunship bay that can hold 4 air units, Tech 3 has four repair/refuel pads and a fighter/bomber/gunship bay that can hold 11 air units! Fight command sends fighters/gunships to fight the carrier stays in place! Can manage an effective coastal offence! Expensive! Underwater submarine
Weapon, Armor, Shield and Device slot count (Cannot have Shields and Devices)
Tech 1 - 2
Tech 2 - 6
Tech 3 - 11
Tech 4 - 17
Tech 1 - 1
Tech 2 - 3
Tech 3 - 6
Tech 2 - 6
Tech 3 - 10
Tech 1 - 2
Tech 3 - 4
Tech 4 - 9

Adding weapons, shields and devices to units will make them heavier and thus reduce their speed and off course make the unit longer to build! Though higher tech units can have more turrets they cannot be used at greater angle than 180 grads (can be a bit more like some turrets that can be placed on the top of the chassis!). PS. By expensive and cheap I mean in the cost of metal!

Weapons Table Part 1/4
Weapon Lasers Minigun Plasma Lightning Rockets (Unguided)
Description Precise, heat creative weapon, don't weight much and are cheap, but drain's energy when shot. Adding more than one makes lasers stronger and their range boosted, but makes much more energy usage! Low damage against air!* Precise, low-medium damage, fast rate of fire, cheap, light, though has small range! Good ammunition for raiding! Imprecise weapon, pretty heavy but powerful shot with splash damage. medium ammunition! Higher range for Naval units(25%)!* Precise weapon, light, cheaper than lasers, doesn't do as much damage as a laser but EMP's the target a bit plus deactivates enemy units radar for a second; moderate range, uses loads of energy! Lightning is a pulse weapon unlike the Laser Tech 2! Powerful and very long range, but pretty heavy and has low ammunition capacity. Good against slow moving and immobile units.
Tech Levels 3 3 3 3 3
Tech Level Descriptions Tech 1 - Red laser(pulse laser); rapid fire; short range; low damage!
Tech 2 - Green laser; medium range; medium damage(160% more damage a sec.)!
Tech 3 - Blue laser(pulse laser); slow rate of fire; long range; high damage!
Tech 1 - Short range; low damage; plenty ammunition
Tech 2 - A bit longer range; double barreled=>doubled damage; 30% less ammunition than Tech 1
Tech 3 - Range as long as Tech 2; Triple barreled with more powerful ammunition; 50% less ammunition than Tech 1
Tech 1 - Medium range; medium damage; a bit slow rate of fire; medium ammunition
Tech 2 - Longer range; higher damage; slow rate of fire; a bit less ammunition
Tech 3 - Long range(shorter than lasers/rockets/lightning); great damage; slow rate of fire; low ammunition
Tech 1 - Medium range, 30% less damage than Tech 1 laser a sec., low EMP power, medium energy consumption.
Tech 2 - Better range, 10% more damage than Tech 1 laser a sec. and 20% faster firing speed, medium EMP power, lightning bolt can hop to other targets that are near the primary target(At a very short range and less EMP power) heavy energy consumption!
Tech 3 - Long range(longer than laser Tech 3), twice more damage than a Tech 1 laser does a sec., but 40% slower firing rate than lighting Tech 1, high EMP power, larger hop radius, very heavy energy consumption!
Tech 1 - Medium range, medium power rockets, fires one fast rocket a second, 50-65 ammo(about), doesn’t do splash damage
Tech 2 - Long range, medium-high power rockets, fires one slower rocket every 1.5 seconds, 30-45 ammo, very small splash damage
Tech 3 - Very long range(but not as long as vertical fire missles), high power rockets, fires one rocket every 2 seconds, 15-28 ammo, small splash damage
Weapons Table Part 2/4
Weapon Missiles(Guided) Anti-Air Missiles(Guided)
Description Not as powerful as the rockets and range is also shorter than rockets, good against fast moving targets and slow air units, medium ammunition and have a bit faster rate of fire than rockets!
Tech Levels 3
Tech Level Description Tech 1 - Medium range; medium damage; slow rate of fire; 10-20 ammo; small splash damage range; medium weigh
Tech 2 - Medium range; medium damage; a bit faster rate of fire; 18-32 ammo; small splash damage range; lighter weigh than Tech 1
Tech 3 - Long range; heavy damage and impulse; slow rate of fire; 8-15 ammo; medium splash damage range; heavy