Chaos Cluster

Game & Guild Forums => Tinywarz => Chaos Cluster => Topic started by: Lomaz on December 22, 2011, 03:42:46 am

Title: Xvar
Post by: Lomaz on December 22, 2011, 03:42:46 am
At midnight tonight the second Xvar contest ends, we bid on advanced, so soon if we win, we need to come up with an Xvar of some kind, lets hear some ideas?

Xvar LF i don't really want to see, since it recently got a boost
Xvar Hellbore is out, as PGF did one last contest


Lets hear what ya got!

-Ian
Title: Re: Xvar
Post by: KhanCipher on December 22, 2011, 08:56:22 am
Xvar asp

(10%) +2/2 controlled/max speed
(10%) All energy weapons receive +1 range and -1 recharge

or...

Xvar Pirata

all added weapons receive +1 range.





fuck it, give the LF a xvar

(10%) +4/1 controlled/max speed
Title: Re: Xvar
Post by: Cruxader on December 22, 2011, 06:43:12 pm
Two ideas

X-Var Silent Death: (10% chance)
- Sensor Jamming Acti (6 charges) - Unit is harder to hit this turn (4 gunnery levels).
- Unit can now equip any weapon type.
- Unit gains +1 cloaked speed.

X-Var Paladin: (15% chance)
- Eye for Eye Acti (3 charges) - All enemy units that attacked any friendly unit in sector take reflected damage equivalent to 30% of damage dealt.
- Aura Acti (5 charges) - All friendly units in square take 50% damage from energy weapons this turn.
- Armor decreased by 50%.
- Max speed decreased to 3.
Title: Re: Xvar
Post by: Samhayne on December 22, 2011, 06:59:14 pm
Xvar Supernova:

(10%) Blinding Dash Acti (3 Charges - CD: 3) +6/+3 Controlled/Max Speed

Xvar Claymore:

(15%) +3 Max Speed & +1 Recharge
Title: Re: Xvar
Post by: Lomaz on December 22, 2011, 07:02:01 pm
last min we found out that SS was bidding 10k on the adv, so we tried to swich to simple, don't know he he allowed it or not, but if we win, it'll be on the simple bid, so any new ideas? i will still point SS at this thread so they can see your ideas tho :)
Title: Re: Xvar
Post by: Axpo25 on December 22, 2011, 08:28:43 pm
Lasher Assault Vehicle

15% chance
Max speed increased by 1
Controlled speed increased by 2
Range increased by 3
When added with range upgrade mods, its range increased surpassed than 5
Damage increased by 5
Armor points increased by 4
Shield point increased by 2
Regenerates 3 armor points per turn
Deals more 25% damage when move in Controlled Speed

That's my idea about simple. Bit too much stats upgrade.
Title: Re: Xvar
Post by: Trerro on December 22, 2011, 09:43:31 pm
Savage Marauder

X variant (30%): Controlled speed is always 0, gains Camouflage Acti

Camouflage (4 charges): Unit displays as an ore deposit. It can still be targeted normally, but only if the enemy thinks to click it. (It doesn't get a red border unless other units are on the square). Moving or firing cancels this effect. Attempting to mine or transport the SM de-camos it and displays a message in the turn log to the effect of:
"That's no ore deposit... it's a battle meka!"
Title: Re: Xvar
Post by: Sagi on December 23, 2011, 08:10:12 pm
The Tiger tank
-50% Shields,+50% Armor and 3 Armor repair per turn

Meh..
Title: Re: Xvar
Post by: Bullseye55 on December 24, 2011, 01:20:50 am
Bandit Skirmisher Tank:

-3 damage, plus 1 controlled speed.
Title: Re: Xvar
Post by: Lomaz on December 25, 2011, 02:09:33 am
We won the Xvar bid, lets see what we can do!
Title: Re: Xvar
Post by: Lomaz on December 25, 2011, 02:44:17 am
From: Frizz
To: Lomaz    Sent: 6:40pm 12-24-11
Re: CC Simple X

Let me think it over for a few days just to be sure it balances, I'll message you back once I've considered it.

_f


>Alrighty, Calico sounds good depending on the tweaks done,
>what did you have in mind?
>
>
>>
>>- Calico looks good (might get some small tweaks but it
>>looks solid).
>>- Savage X-var isn't possible with the current code
>base.
>>
>>_f
>>
>>
>>>Here is Two CC has come up with:
>>>
>>>Calico Utility Vehicle -
>>>acti to deploy random small turrets, 2x charges, 8 turn
>>>cooldown
>>>-50% shields
>>>15% in var pool
>>>
>>>Savage Marauder
>>>
>>>X variant (30%): Controlled speed is always 0, gains
>>>Camouflage Acti
>>>
>>>Camouflage (4 charges): Unit displays as an ore deposit.
>>It
>>>can still be targeted normally, but only if the enemy
>>thinks
>>>to click it. (It doesn't get a red border unless other
>>>units are on the square). Moving or firing cancels this
>>>effect. Attempting to mine or transport the SM de-camos
>>it
>>>and displays a message in the turn log to the effect of:
>>>"That's no ore deposit... it's a battle meka!"
>>>
>>>Lemme know what ya think, if both are fine we'll hold
>it
>>>to a vote in CC
>>>
>>>
>>>-Ian
Title: Re: Xvar
Post by: Samhayne on January 01, 2012, 03:38:03 pm
Maybe too simple but:

Xvar LE:

(10%) +2 Max Speed

Xvar SE:

(10%) +1 Cloak Speed
Title: Re: Xvar
Post by: Lomaz on January 12, 2012, 05:11:05 am
Frizz and i have been shooting emails back and fourth for about a week and a half now trying to determine the best way of handleing the calico.  Today i came home to two emails, the first:

From: Frizz
To: Lomaz    Sent: 7:05pm 1-11-12
Re: CC Simple X

I have an idea on how to wrap this up =)

_f

And then about an hour later:

From: Frizz
To: Lomaz    Sent: 7:55pm 1-11-12
Faction X-var
I'm taking a look at the unit and I'm concerned about the best miner in the game getting the best X-var.

I'll give an X-var to each miner:

Hedgehog: Laser Turret
Coluber: Ballistic Turret
Calico: Missile turret

Sound good?

_f

My only concern is the number of charges and length of time the turrets stay down for, but can't be that bad.  Feedback?
Title: Re: Xvar
Post by: Valsidor on January 12, 2012, 06:04:21 am
In~teresting.
Title: Re: Xvar
Post by: Lomaz on January 12, 2012, 08:26:18 am
Chaos Cluster X-var
by: Dev Frizz on Wednesday the 11th of January 2012 at 04:00pm

Chaos Cluster requested a X-var for the Calico Utility Vehicle allowing it to deploy turrets. To balance this across the three dedicated miners in the game (Calico, Coluber and Hedgehog) the following tweaks have been made:

- Calico now has an X-var (25%) allowing it to deploy a Basic Missile Turret (25 turn cool-down, turret self-destructs after 15 turns)
- Coluber now has an X-var (60%) allowing it to deploy a Basic Ballistic Turret (20 turn cool-down, turret self-destructs after 20 turns)
- Coluber mining effiency increased to 30% (was 25%)
- Hedgehog now has an X-var (100%) allowing it to deploy a Basic Energy Turret (10 turn cool-down, turret self-destructs after 25 turns)
- Hedgehog mining effiency increased to 25% (was 15%)
- Deployed turrets from the Scout Sniper Meka now self-destruct after 25 turns
Title: Re: Xvar
Post by: Bullseye55 on January 14, 2012, 01:32:31 am
With about 25 x var miners, you can build a temporary base!