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Die Hindenburg
1. ADF Malware shells: A twist in ammo upgrades, the ADF tanks now fire shells with a minature computer, releasing a short lived digital virus field, which slowly deactivates vehices, it works similar to radiation and toxins, but affects vehicles only. The field looks like field of green numbers, like the hackers attack fx.

2. AC Emergency generators: Instead of an normal power upgrade, this one simply reduces the amount of power used by structures.

3. WLF TNT terror rockets: Rocket armed units gain TNT-sticks... for their rockets, if these hit something, the tnt-sticks (working like crazy ivan bombs) go boom after so 10 seconds, as a late "f/&k you" to that AC devastator that destroyed your half army & survived only with a silver of its armor. Not so strong thats broken, but does nice damage after you hit them and it also causes terror.

4. WEA Solar Plasma Conduits: Some solar plasma weapons now cause a short lived emp explosion when more than five or more plasma shells hit an area.

5. 5th faction incubator eggs: Artillery can use canisters as warheads which contain small drones or creatures, which act as walking bombs...

6. AC high mobility armor: Heavier AC units move faster and can be now airlifted. And if they could do not before, they can now shot on the move.

7. ADF Mass mobilisation: Every infantry unit are trained double their amount of number, ie 4 "conscript" instead of 2. Well and it also cuts cost for more expensive infantry.

Anubis
QUOTE (Die Hindenburg @ 7 Feb 2014, 19:15) *
1. ADF Malware shells: A twist in ammo upgrades, the ADF tanks now fire shells with a minature computer, releasing a short lived digital virus field, which slowly deactivates vehices, it works similar to radiation and toxins, but affects vehicles only. The field looks like field of green numbers, like the hackers attack fx.

2. AC Emergency generators: Instead of an normal power upgrade, this one simply reduces the amount of power used by structures.

3. WLF TNT terror rockets: Rocket armed units gain TNT-sticks... for their rockets, if these hit something, the tnt-sticks (working like crazy ivan bombs) go boom after so 10 seconds, as a late "f/&k you" to that AC devastator that destroyed your half army & survived only with a silver of its armor. Not so strong thats broken, but does nice damage after you hit them and it also causes terror.

4. WEA Solar Plasma Conduits: Some solar plasma weapons now cause a short lived emp explosion when more than five or more plasma shells hit an area.

5. 5th faction incubator eggs: Artillery can use canisters as warheads which contain small drones or creatures, which act as walking bombs...

6. AC high mobility armor: Heavier AC units move faster and can be now airlifted. And if they could do not before, they can now shot on the move.

7. ADF Mass mobilisation: Every infantry unit are trained double their amount of number, ie 4 "conscript" instead of 2. Well and it also cuts cost for more expensive infantry.


1. Well thats quite an interesting idea. It won't necessary make it exactly like that, but still i like the basic part of it.

2. Not coddable. Even mods like contra or ccu didn't reduce power required, they just made that structure produce power as well as require it. AC already has a more or less unique power system planned.

3. Not coddable to a good degree, requires way to much code work, would end up buggy as hell due to sage - in short while interesting in theory, not worth the effort.

4. Something similar is planned, just not as EMP tongue.gif.

5. %th faction is anything but organic. Incubators and organic related stuff is just not in the theme. My suggestion is keep the 5th faction out, because at this point you have way to little (actually none) info about it.

6. AC already has planned a heavy transport for it's big tanks and tank upgrades to make them more mobile.

7. Already planned smile.gif.
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