This mod will add new units to your supreme commander Forged Alliance game. This mod can be played in both single player and multiplayer. All my units will have Sorian AI support.

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Unit Ideas For Mayhem Makers (Games : Supreme Commander: Forged Alliance : Mods : Total Mayhem : Forum : General Discussion : Unit Ideas For Mayhem Makers) Locked
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Nov 6 2012 Anchor

Post idea's here and if Burnie or asdrubaelvect wanna see sum unit ideas, then there are some here for them :)

*AHEM* *DEEP BREATH*
Aeon T4 Experimental Ghost Summoner:
(Would fill in the gap of aeon T4 'INDIRECT FIRE'), summons ghosts that cost alot of energy and bit of time to summon -Layout of ghosts that you can summon shud be same to that of a factory (but with a T4 option to summon ghost colossus) so that u can put on repeat, units u like to summon (a colossus wud take a while to summon but as we know is very powerful, where as t3 units cud be summoned at a fair rate, t2 units at a descently rapid rate, and t1 extremely quickly quickly - only summons ghost land units - with them being ghosts they can be summoned in the middle of an enemy structure as they would just go through it, ghosts would have a duration time fair to their level (i was thinking 1 second per tech level (e.g. T4 units = 4 seconds, t3 units = 3 seconds, t2 units = 2 seconds, and t1 units 1 second (but are summoned so rapid that it seems that a new wud take the place of ones to fade almost immediately 1 after another)). And so overall it would take a while to make, descent health, something like t3 heavy artillery range and can summon units accurately in a short distance of targets the ghost summoner is targeting.
Cybran T4 Experimental Multipurpose Laser Tower:
(Fills in the gap of cybran T4 'OTHER'), a tower that can fire lasers of multiple uses, some lasers can act as direct fire weapons, some can act as A.A, some can act as innacurate long range heavy lasers (like laser artillery), and some can act as Tactical missile defenses (these were the main laser abilities i were thinking of but you can change them if u just like idea but if u do like these laser uses aswell then)- the weakness of the tower if it has these abilities would probably go to something like high energy-cost and low-ish health but this would be a helpful structure to help cybrans in a defensive position (considering the shields take quite a bit of trouble to get to even a fair standard in some cases).
UEF T4 Experimental Assault Jet:
(Fills in the gap of UEF T4 'AIR'), travels at a high speed for a T4 air unit (faster than Ahswassa), Launches a giant missile (from a range around the weapon range of something near that of the T3 armoured assault bot) with the same stats as the 'Billie tactical Nuke' (from the UEF A.C.U), the assault jet has low-mid health (maybe something like 26,000 or 30,000) and weak-ish A.A. and a reasonable build time.
Seraphim T4 Experimental Battle Cruiser
(Fills in the gap for Seraphim T4 'NAVAL'), has all seraphim T2 cruiser equipment and weapons (besides the A.A), all seraphim T2 destroyer equipment and weapons (but cannot submerge), and Main BattleShip weapons, weakness could be health (about 44,000 or something like that) to go with the fact it would have no A.A.

:D thanyou for reading :)

Edited by: narh...

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