Construction Yard
Based on tried and tested technology, it is a vital part of the United Coalition base. Like it's predecessors, it can pack up into a Mobile Construction Vehicle.
Required Tech - Mobile Constructon Vehicle
Power Plant
This structure powers the United Coalition war machine.
Required Tech - Construction Yard
Barracks
Sturdy, but crudely built, the United Coalition barracks takes in those eager cadets, and turns them into fighting machines, or cannon fodder. You choose!
Required Tech - Construction Yard
Refinery
The place where ore is brought to be turned into credits. Comes with one ore truck with the option to build more.
Required Tech - Power Plant
War Factory
A machine rather than a building, the War Factory churns out your tanks and metal vehicles.
Required Tech - Refinery
Docks
Built to last, any ships commissioned at the docks has a guarantee not to leak. At least until you take them into battle!
Required Tech - Refinery
Tech Lab
Provides access to Tier 2 units and structures, access to Tier 3 is a purchased upgrade.
Required Tech - Power Plant, Refinery
Helipad
Deploy up to two rotary based units from this building. Units have to return here to stock up on ammo.
Required Tech - Tech Lab (Tech Level 2)
Wall
This thick and heavy armoured wall blocks enemy ground movement, and can be built quickly
Tech Required - Construction Yard
Rail Gun
Using gauss technology, this rapid firing gun protects your base from both air and ground attacks.
Required Tech - Power Plant, Refinery
Tesla Twin
Using enhanced dual tesla technology, this advanced base defence can either be left to frazzle your victims, or using sycronised rotorary motion, produce double the spark for short periods.
Required Tech - Power Plant, Refinery, Tech Lab (Tech level 2)
Mag-Disrupter
This turret uses magnetic fields to disable and pull in enemy tanks within range, leaving them unable to move forward or fire for a short time.
Required Tech - Power Plant, Refinery, Tech Lab (Tech level 3)
EMAP
The Electro-Magnetic Armour Projector magnetises the amour of units so that it temporarily repells metal projectiles (such as bullets and missles).
Required Tech - Power Plant, Refinery
Magstorm
This Super Weapon uses the United Coalitions advanced magnetic technology to pull an asteroid down from space to any target location to obliterate units or bases.
Required Tech - Power Plant, Refinery, Tech Lab (Tech level 2)
Nuclear Silo
This is the United Coalition's Ultimate Weapon. Discovered with the aid of an unpublished Eistein paper on nuclear fusion, the Nuke is capable of destroying entire bases with a single missile.
Required Tech - Power Plant, Refinery, Tech Lab (Tech level 3)
At last, a pictured article! :-D
AFAIK, there are more Future Tech structures, though. ;-)
Repulser is interesting. Could be more deadly if it just paralysed them, leaving enemies for the prey of other base defenses/units.
i changed the repulser to mag-disrupter ;) check it out
Thanks, that's more like it. ;-D
Looking forward to the new pictures/models, keep em coming!
I'm more interested in how the logo will be used ;)
one picture! also like the big bang gun sounds awesome and yea there are more future tech structures, so pherhaps something like this for them?
yeah we will be releasing CotS info next probably in a few days, then FT a little later as we still need to play with fx and animes to see what's possible for there laser tech etc
oh sweet ! :D I like this :) still waiting anxiously you guys :)
I like this factions design, its like a more aggressive soviet...
O.o' Their superweapon is a nuclear fusion missile? Even in RA terms, that sounds like a BIIIIG boom.