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Author Topic: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7  (Read 49118 times)

10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #150 on: April 14, 2012, 01:59:59 pm »

Research Idea: Explosive Sniper Rounds :P
Research cost: 0/100 points
Research results: Gives snipers the ability: Explosive rounds. Recharge 5 miniturns(take that as time for the barrel to cooldown and everyont to get the brain out of their hair)
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #151 on: April 14, 2012, 02:05:02 pm »

RESSEEAAAARCHUUUZ Parrahdrop planes
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adwarf

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #152 on: April 14, 2012, 02:13:15 pm »

MORE RESEARCH IDEAS:

Automated Combat Drones
Automated Aerial Combat Drone
Seeker Missiles
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #153 on: April 14, 2012, 02:50:15 pm »

Paradrop planes:

Research points required 0/200
Allows you to drop your infanteryunits anywhere on the map. Note that the planes are fragile and wont come close to antiaridefenses and flying units. Pickup not included.

MORE RESEARCH IDEAS:

Automated Combat Drones
Automated Aerial Combat Drone
Seeker Missiles

Automated Combat Drones
Research: 0/400
Grants ability: Deploy combat drones to 1 unit.
Automated Aerial Combat Drone
Research: 0/400
Grants ability: Deploy combat drones to 1 unit.
Seeker Missiles
Research:
0/200
Allows missile units to shoot around cover. They need to have someone spotting for them though.

Giving me descriptions when stating research thingies is often a good idea.
« Last Edit: April 14, 2012, 02:54:44 pm by 10ebbor10 »
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adwarf

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #154 on: April 14, 2012, 02:52:50 pm »

All of those look good, but Aerial drones says Ground Only :P (Small Nitpick)
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #155 on: April 14, 2012, 03:30:54 pm »

All of those look good, but Aerial drones says Ground Only :P (Small Nitpick)
Which one of them are you going to take first, or are you going to request yet another thingy.
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #156 on: April 14, 2012, 03:34:51 pm »

Improved armour:
Find a way to minimize the risk of becoming infected after a attack by zeds.
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adwarf

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #157 on: April 14, 2012, 03:36:24 pm »

If I can I was going to research Explosive Ammo, and the Ground Combat Drone. If not both then just Explosive Ammo
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #158 on: April 14, 2012, 03:37:52 pm »

Improved armour:
Find a way to minimize the risk of becoming infected after a attack by zeds.
0/50 Research points
Lowers infection chance by 20 %. Note that the Zed disease will grow more virulent over time.

If I can I was going to research Explosive Ammo, and the Ground Combat Drone. If not both then just Explosive Ammo
You can. It's just a point off allocating research points as you have no real lab facilities yet.
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #159 on: April 14, 2012, 03:49:27 pm »

I love the idea of paradrops, high fuel, high transport cap, would need a long and possibly wide line if it could land?
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #160 on: April 14, 2012, 03:51:30 pm »

I love the idea of paradrops, high fuel, high transport cap, would need a long and possibly wide line if it could land?
The current idea of paradrops is that some allied ships come pick up your troops and then drop them of where needed. Giving you real paradrop planes(as a unit, rather than an ability) would require you to upgrade your base to unlock an extra unit slot, then use that to create paradrop planes.
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #161 on: April 14, 2012, 04:10:45 pm »

I love the idea of paradrops, high fuel, high transport cap, would need a long and possibly wide line if it could land?
The current idea of paradrops is that some allied ships come pick up your troops and then drop them of where needed. Giving you real paradrop planes(as a unit, rather than an ability) would require you to upgrade your base to unlock an extra unit slot, then use that to create paradrop planes.
Yeah. But, i ordered the building of a mining shaft right below the CommandCenter, but doesnt seem it ever even started? (N13-P15 since it is 3x3)
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #162 on: April 14, 2012, 04:13:01 pm »

I love the idea of paradrops, high fuel, high transport cap, would need a long and possibly wide line if it could land?
The current idea of paradrops is that some allied ships come pick up your troops and then drop them of where needed. Giving you real paradrop planes(as a unit, rather than an ability) would require you to upgrade your base to unlock an extra unit slot, then use that to create paradrop planes.
Yeah. But, i ordered the building of a mining shaft right below the CommandCenter, but doesnt seem it ever even started? (N13-P15 since it is 3x3)
That's what happens when orders aen't properly centralised. ( No my bad, I forgot about it, adding it right now.)
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Fortis

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #163 on: April 14, 2012, 04:14:21 pm »

Hmm... thinking about it, would I be able to research something like Frontline Manufacturing, that would offset part of the cost of new units by spending resources instead? Either that, or a self destruct mechanism that would allow a few Locus mechs to detonate to damage nearby zombies, or to destroy the mechs if they've become infected.

On the subject of zombie infection, since my units are robotic, I was thinking they'd employ organic components in their central processing units, that could become infected by the zombie viruses. It wouldn't really be fair if my units were impossible to infect, at least not without spending any extra for a second ability for them.
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #164 on: April 14, 2012, 04:18:22 pm »

I love the idea of paradrops, high fuel, high transport cap, would need a long and possibly wide line if it could land?
The current idea of paradrops is that some allied ships come pick up your troops and then drop them of where needed. Giving you real paradrop planes(as a unit, rather than an ability) would require you to upgrade your base to unlock an extra unit slot, then use that to create paradrop planes.
Yeah. But, i ordered the building of a mining shaft right below the CommandCenter, but doesnt seem it ever even started? (N13-P15 since it is 3x3)
That's what happens when orders aen't properly centralised. ( No my bad, I forgot about it, adding it right now.)
Thank you for adding it then :)
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