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Haloguy48's Ideas, ITS GODZILLA! OfficialTrailerReleaseUnit
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do you like my ideas?
yes
29%
 29%  [ 23 ]
yes, but needs changes
43%
 43%  [ 34 ]
no, its just plain bad
11%
 11%  [ 9 ]
unblalanced
16%
 16%  [ 13 ]
Total Votes : 79

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haloguy48
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PostPosted: Tue Jan 24, 2012 4:54 pm    Post subject: Reply with quote

Not done with the mods, I just wanted to get the idea for Satchel out there before I forgot how I wanted it. But the buildings are to come ^_^
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Check out my Created Construx, all feedback welcomed! I'll start you out on the newer stuff, so just scroll down! Razz
http://forum.mobrulestudios.com/viewtopic.php?p=149822#149822
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maXDooom
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PostPosted: Sun Feb 05, 2012 10:17 am    Post subject: Reply with quote

we need more of dat D:
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Walterohdim wrote:

I would be so mad I would Tomo Rage, and probably lose my mod ship and council seat.

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snorok14
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PostPosted: Sun Feb 26, 2012 4:43 pm    Post subject: Reply with quote

Please implement infantry, Frizz!
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haloguy48
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PostPosted: Thu Oct 18, 2012 1:00 pm    Post subject: Reply with quote

~Bump~

Due to low internet access, in the time I'm off I'll continue the Infantry builds. So this is a post saying... AYYYOOOO, I'm back! sorta. At least forum wise.
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maXDooom
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PostPosted: Thu Oct 18, 2012 2:41 pm    Post subject: Reply with quote

was woundering where u went lawl
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Walterohdim wrote:

I would be so mad I would Tomo Rage, and probably lose my mod ship and council seat.

Walterohdim
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Dfenceking2
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PostPosted: Thu Oct 18, 2012 8:45 pm    Post subject: Reply with quote

Really nice idea in a nutshell I think, reminds me of my BHW idea. It works in so many ways, easy plus for the game but has never happened...

Full support here hope it gets somewhere

DFK
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haloguy48
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PostPosted: Tue Oct 23, 2012 12:41 pm    Post subject: Reply with quote

For the love of whatever diety, nature, or nothingness, or whatever you worship (Insert Snorok comment here), please leave me feedback onwhatever you can, its been a while since I've been in a Construx mood and all help is appreciated.


Barricade

Standard Barricade used by the Halo Corporation, this building is capable of protecting its host in a typical firefight.

Stats
Shields: 0 [ +0%/ 0 Shields / Turn ]
Armor: 110
Power Generation / Use: 0 / 0
Combat Efficiency: Sim # (Simple )

Weapons
No Weapons

Barricades Abilities:
- Attacks on units in this square have a 65% chance to hit this building instead
- This building takes 10% less damage per hit.

On-unit Actis:
Pickin’ Up the scraps (: 1): Fully repairs armor, all attacks do +10 dmg for the next 5 turns to this building.

Requirements:
<Name> requires 375 Ore.
<Name> requires 2 Command.




Plasteel


















Bunker

A structurally sound building with the capability of turning the tide of any infantry or light Meka battle, the only downfall is getting units out of the rubble when this building is destroyed. The Halo Corporation has taken it a step further and built bunkers capable of being dropped from orbit using physics, gravitational flux’s, and a lot of Beer to find out the exact propulsion needed to become level on any planetary surface.

Stats
Shields: 10 [ +50%/ 5 Shields / Turn ]
Armor: 75
Power Generation / Use: 0 / 0
Combat Efficiency: Sim # (Simple )

Weapons
[b]No Weapons


<Name> Abilities:
- Attacks on units in this square have a 90% chance to hit this building instead
- This building takes -3 damage per attack
- This building regenerates 1 ammo every 10 turns to units in the same square.
- Upon destruction, all units take 10 True Damage. (units killed do not give EXP)


Requirements:
<Name> requires 1,000 Ore.
<Name> requires 8 Command.




Pro-Max Armor
















Basic Anti-Personnel Turret

What some call a technological breakthrough in human slaughter devices, this turret brought to you by the Halo Corporation fires at an astounding rate of small arms fire capable of saturating an area with a deadly, not so accurate, barrage. Did we mention that it has three barrels?

Stats
Shields: 10 [ +20%/ 2 Shields / Turn ]
Armor: #
Power Generation / Use: 3 / 0
Combat Efficiency: Sim # (Simple)

Weapons
Inftry 5 3 25
Inftry 5 3 25
Inftry 5 3 25

[b]<Name> Abilities:

- This building does 100% extra dmg to Infantry.


Requirements:
<Name> requires 325 Ore.
<Name> requires 3 Command.




Basic Ballistic Turret
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yoman5
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PostPosted: Tue Oct 23, 2012 1:38 pm    Post subject: Reply with quote

already have shield gen buildings...
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maXDooom
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PostPosted: Wed Oct 24, 2012 1:00 am    Post subject: Reply with quote

yoman5 wrote:
already have shield gen buildings...

those are for infanty, i think somewhere in the thread theres
an idea about infantry planet
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Walterohdim wrote:

I would be so mad I would Tomo Rage, and probably lose my mod ship and council seat.

Walterohdim
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haloguy48
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PostPosted: Thu Jan 31, 2013 6:37 am    Post subject: Reply with quote


Granseal Doombringer Meka


A force to be reckoned with, the Granseal Doombringer is among a unique line of simple, and highly effective Mekas. Due to the simplicity though, the ability to modify it is an excruciating pain.

Stats
Shields: 90 [ +25%/ 23 Shields / Turn ]
Armor: 50
Controlled / Max Speed: 3 / 5

Combat Efficiency: Adv 1,560 ( Advanced)

Weapons
Basic 8 15 25
Basic 8 15 25
Basic 5 25 3
Basic 5 25 3



Granseal Doombringer's Abilities:
- This unit can have a max of two Mod Slots
- This unit cannot be integrated.
- Basic weapons cannot receive improvements from Mods.



On-unit Actis:
Overclocking (: 3 (CD:4)): This unit does 100% damage this turn, this unit takes +50% more damage for the next two turns.



Requirements:
Granseal Doombringer's requires 6,540 Ore.
Granseal Doombringer's requires 15 Command.




Death Lance, Deathdealer, Kite Shield, Hasty Construction


===============================================



Valkyrie Assault Tank

Built from the ground up for one crucial mission: Meka destruction. With the development of specialized rounds and targeting systems, this mid-sized tank was used in the defense of the Temple of Riona, clearing Mekas and others alike with deadly force.

Stats
Shields: 40 [ +10%/ 4 Shields / Turn ]
Armor: 80
Controlled / Max Speed: 5 / 6

Combat Efficiency: Adv 1,350 ( Advanced)

Weapons
A-Mek 7 20 15
A-Mek 3 12 10
A-Mek 3 12 10



Valkyrie Assault Tank's Abilities:
- Regenerates 35 armor a turn.
- A-Mek weapons do +100% damage to Mekas.




Requirements:
Valkyrie Assault Tank's requires 9,520 Ore.
Valkyrie Assault Tank's requires 10 Command.




Pro-max Armor, Crusader Long Gun, Steeltec repair Droid, Incursion, Ballistic Defense I, Energy Defense I, Missile Defense I
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Check out my Created Construx, all feedback welcomed! I'll start you out on the newer stuff, so just scroll down! Razz
http://forum.mobrulestudios.com/viewtopic.php?p=149822#149822


Last edited by haloguy48 on Thu Feb 28, 2013 1:51 pm; edited 1 time in total
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haloguy48
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PostPosted: Tue Feb 12, 2013 6:58 am    Post subject: Reply with quote


Grand Cannon Tank




Offering the biggest bang for your buck, this heavily armored tank can take as much damage as it can put out, and a little more. Sacrificing shielding and speed for firepower and expensive armor, this unit has been noted to hurt even the mightiest of enemies.

Stats
Shields: 30 [ +10%/ 3 Shields / Turn ]
Armor: 100
Controlled / Max Speed: 1 / 3

Combat Efficiency: Adv 1,255 ( Advanced)

Weapons
ballistic 8 25 15




Grand Cannon Tank Abilities:
- This unit take 15% less damage from all attacks (stacks with DII, still capped)
- This unit regenerates 15% max armor a turn.
- Additional ballistic weapons recieve +1 range and +2 damage.



On-unit Actis:
Luminescent Repairs (: 1(CD:20)): This unit is easier to hit (3gunnery levels), this unit repairs armor to max before combat.



Requirements:
Grand Cannon Tank requires 16,520 Ore.
Grand Cannon Tank requires 12 Command.




Pro-max Armor, SteeltecRepair Droid(bot? the ADV one...), Neptune, Sanctuary Barrier
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Check out my Created Construx, all feedback welcomed! I'll start you out on the newer stuff, so just scroll down! Razz
http://forum.mobrulestudios.com/viewtopic.php?p=149822#149822
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haloguy48
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PostPosted: Thu Feb 14, 2013 6:53 am    Post subject: Reply with quote


Darklore Savant Meka


Unique build Meka from the Darklore Clan, this Meka prioritizes aptly timed abilities to fight, allowing for a new perspective on the battlefield.

Stats
Shields: 50 [ +25%/ 12 Shields / Turn ]
Armor: 35
Controlled / Max Speed: 3 / 6
Combat Efficiency: Adv 1,000 ( Advanced)

Weapons

No Weapons



Darklore Savant Meka's Abilities:
- This unit regenerates 5 armor per turn.
- Added weapons lose 5 damage and 1 range.
- Added Acti Mods have -1CD and +2 activations.
- Units killed by activations give full experience.




On-unit Actis:
Target Systems! (: CD:2): One random enemy in sector takes 25 damage.
Nanite Assault (: CD:3): One random enemy in sector has no shield regeneration next turn.
Scorched Earth Policy (: 1): One random enemy loses 5 ammo, and gains -2 charge on energy weapons.





Requirements:
Darklore Savant Meka requires 7,521 Ore
Darklore Savant Meka requires 23 Command.




Sanctuary Barrier, Hightower, Promax, Hydra Powerplant





Darklore Light Strafer

Unique build unit from the Darklore Clan, this unit prioritizes aptly timed abilities to surive, allowing for a new perspective on the battlefield.

Stats
Shields: 5 [ +50%/ 2 Shields / Turn ]
Armor: 5
Controlled / Max Speed: 4 / 8

Combat Efficiency: Sim 325 (Simple )

Weapons
[b]No Weapons




Darklore Light Strafer's Abilities:
- This unit is harder to hit (1 gunnery level)
- This unit has no targeting computer (-2 to hit)
- Added Acti's recieve +2 activations.
- Units killed by activations give full experience.


On-unit Actis:
Sheilding up (: CD:2): This unit gains 20 shields before combat. (can go over max shields)
Pew Pew Pew! (: CD:3): One random enemy unit in Sector takes 5 damage.



Requirements:
Darklore Light Strafer's requires 625 Ore.
Darklore Light Strafer's requires 3 Command.





Darklore Zealous Tank

Uniquely built Tank from the Darklore Clan, this Tank prioritizes aptly timed abilities to fight, allowing for a new perspective on the battlefield.

Stats
Shields: 25 [ +20%/ 5 Shields / Turn ]
Armor: 45
Controlled / Max Speed: 3 / 5
Combat Efficiency:Int 765 (Intermediate )

Weapons

No Weapons


Darklore Zealous Tank's Abilities:
- Added weapons lose 1 range and five damage.
- This unit takes 10% less damage from attacks.
- Mods added to this unit recieve +2 activations.
- Units killed by activations give full experience.
- This unit repairs 10 armor a turn.





On-unit Actis:
Electic Pulse (: 5): One random enemy unit in this sector takes 10 EMP damage.
Command Shield (: 3(CD:5)): Enemy commands cannot target this unit next turn.
UV Assault (: CD:2): One random enemy unit takes 10 damage.




Requirements:
Darklore Zealous Tank requires 2,125 Ore.
Darklore Zealous Tank requires 8 Command.




Sanctuary Barrier, Command Shield Generator, Plasteel Armor
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Check out my Created Construx, all feedback welcomed! I'll start you out on the newer stuff, so just scroll down! Razz
http://forum.mobrulestudios.com/viewtopic.php?p=149822#149822


Last edited by haloguy48 on Fri Feb 22, 2013 6:48 am; edited 2 times in total
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haloguy48
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PostPosted: Thu Feb 21, 2013 7:00 am    Post subject: Reply with quote


Darklore Armadillo Salvager

Uniquely built offensive salvager from the Darklore Clan, this, erm, ball of armor, prioritizes its crushing ability and salvaging, allowing for a new perspective on the battlefield in more than one way.

Stats
Shields: 35 [ +25%/ 9 Shields / Turn ]
Armor: 45
Controlled / Max Speed: 2 / 4

Combat Efficiency: Adv 1,150 (Advanced)

Weapons

No Weapons



<Name> Abilities:
- Units killed by activations, or effects, give full experience.
- this unit takes 25% less damage from all attacks.
- This unit negates all damage reducing mods added.
- This unit can Mine(+0%) and Salvage(+15%).
- This unit receives +1 activation every other turn.(max Acti at base number)
- Enemy units in the same square take 15 damage a turn.



On-unit Actis:
Rolling Thunder (: 2): This unit gains +3 max speed, -3 controlled this turn.
Om Nom Nom Nom (: 1(CD:20)): This unit salvages one random destroyed unit in its stack this turn, -20% salvage chance across the board. This unit regains full armor.
Lockdown (: 4): This unit recieves-10 max/controlled speed, gains +50% damage immunity next turn.




Requirements:
Darklore Armadillo Salvager requires 9,421 Ore.
Darklore Armadillo Salvager requires 6 Command.




Triage Armor, Sanctuary barrier, powered hydrualics.
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Check out my Created Construx, all feedback welcomed! I'll start you out on the newer stuff, so just scroll down! Razz
http://forum.mobrulestudios.com/viewtopic.php?p=149822#149822


Last edited by haloguy48 on Fri Feb 22, 2013 6:47 am; edited 1 time in total
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haloguy48
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PostPosted: Fri Feb 22, 2013 6:45 am    Post subject: Reply with quote


Contingency Module

Originating from the Darklore clans, this mod enhances ones offensive arsenal without risk of an outside weapon.



4 : One random enemy unit in sector take 5 damage.
CE Factor: Adv # (Advanced)

<Name> Abilities:
- Units killed by this mod give full experience.

Image by: <Name>

Requirements:

Contingency Module requires # Ore.
Contingency Module requires # Command.


[/size]






Ionic Pulse Emitter

Originating from the Darklore clans, this mod enhances ones offensive arsenal without risk of an outside weapon.

10 : All enemies in this sector take 15 EMP damage.


CE Factor: Adv # ( Advanced)



Image by: <Name>

Requirements:

Ionic Pulse Emitter requires # Ore.
Ionic Pulse Emitter requires # Command.


[/size]




Quantum Recharger

Originating from the Darklore clans, this mod enhances ones defensive capabilities without risk of an outside enhancement.

Effect: -25% Shield recharge

3 : Unit equipped with this mod gain +100 shields next turn before combat.
CE Factor: Adv # (Advanced)

<Name> Abilities:
- Shields can exceed maximum amount.

Image by: <Name>

Requirements:

<Name> requires # Ore.
<Name> requires # Command.







Flak-Master Cannon

Originating from the Darklore clans, this mod enhances ones offensive arsenal against internal activations.

Effect: Weapons receive the "Anti-Acti" effect.


CE Factor: Adv # ( Advanced)

Flak-Master Cannon Abilities:
- All weapons change to Anti-Acti, gaining a 5% chance to reset all activations, and -1 to activations. All weapons do -3 damage.

Image by: <Name>

Requirements:

Flak-Master Cannon requires # Ore.
Flak-Master Cannon requires # Command.



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haloguy48
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PostPosted: Sat Oct 19, 2013 1:23 am    Post subject: Reply with quote

Well, bandits need a buff when it comes to base defense I believe... So why not give them so rather strong stuff? Here's a sampler for you all, and myself, for getitng back into the swing, as well as brainstorming.


Bandit Primal Guardian
Unique Building: You may only deploy one at a time

[size=9]A sight to behold, the Primal Guardian is the next-step in ragtag bandit tech. Boasting two sets of compensating energy cannons, there's not much that won't feel the wrath of this defensive turret.


Stats
Shields: 275 [ +#%/ 90 Shields / Turn ]
Armor: 150

Cloak Speed: -99
Power Generation / Use: 0 / 25
Combat Efficiency: Adv 1,275 ( Advanced)

Weapons

AEMP 9 15 1
AEMP 9 15 1
Acid 5 25 2
Acid 5 25 2


<Name> Abilities:
- Acid does +50% damage to armor
- AEMP, on any hit, deals 75 shield damage to target, and target alone.
- When Acid hits (even just to Shields) it causes 5 armor to dissolve each turn for the next 2 turns, if target has >10 armor
- This building cloaks after 1 turn of not firing a round.
- Crumbles when destroyed (-35% to salvage, not including overkill)










[size=11]Bandit Forcefield Generator



Done what was thought to be the unthinkable, a group of rouge Rionian Scientists discovered a way to use the prior tech of Phasing a building to be applied as a "bubble" to everything outside it. On top of the degradation of any type of attacks, it even absorbs the impact of the attack. Great power comes great responsibility though, as the building itself cannot be shielded by any means.

[size=10]Stats
Shields: 400 [ +#%/ 150 Shields / Turn ]
Armor: 70


Power Generation / Use: 0 / 150
Combat Efficiency: Adv 4,750 (Simple Intermediate Advanced)

Weapons

No Weapons

<Name> Abilities:
- All bandit controlled buildings in the sector receive a +45% phase shielding (stacks) unless enemy is in sector range
- All bandit controlled buildings take less damage (-2 damage per shot)
- Enemies lose 15% shield recharge in sector
- When destroyed, releases a sector wide EMP of 75 to all buildings and units.
- This building cannot be salvaged (-9,000%) but provides ore (100-25,000)
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