concreteasflesh
07-04-2007, 10:51 AM
So heres an idea, The Terran Capital Flagship
A large large airborne Ship bigger then a battlecruiser, with multiple powerful lasers for ground attack and multiple anti air missle batteries. so here goes the thought
The Terran Capital Flagship would cost a significant ammout of resources and would be aimed as a late ingame unit and top of the terran tier. it would be composed of very heavy armor and capable of taking significant beatings. for its weaponry the Terran Capital Flagship be composed of a Rapid Ground Nullifying Laser, it could attack up to 3-4 independant enemies at once and the longer it attacks a single unit the faster its attack will become. for anti air the Capital Flagship will be able to attack in 3 different directions, its front and its sides, leaving its rear vaunerable. it would fire hellfire missles much like the valkyrie in multiple volleys, devastating enemy air units.
For its abilities i have a number of ideas. so here is goes,
First ability would be a calldown. the Capital Flagship arrives at a battle where Terrans are getting ripped apart, besides the fact its presence along can turn a battle to the Terrans favor the C.F. can drop down a squad of marines and a squad of armored support units (given balancing anywhere from 4-6 marines with 2 medics and 2 siege tanks)(it would also have a pretty big cool down rate, making its use very stratigical). this ability could be crucial in large scale battles when Terran forces are suffering impending defeat on the ground.
Its Second ability would be a built in repair and carrier bay for smaller air units such as wraiths. (holding anywhere from 4-8-12 units at one time) it would repair units at half the price that SCVs take to repair but at twice the length, also the C.F. could carry these units around, making appear to be a lone unit and drawing in an enemy attack only to suprise them with unleasing its fatal cargo, however if the C.F. is destroyed then all units onboard will die as well.
The Third ability would be the Tactical Hydrogin Bomb, the C.F. could drop an T.H.B. on an enemy base, and it would deal similar damage as a Tactinal Nuke but either have twice the radius or more damage, the C.F. would not be effected by the attack, or either i would have to fly away or be far enough as not to be damaged,(this cool down would be the longest and would need the most mana/energy to use)
Other ideas for abilites could be: Suizen Cannon (or possibly another name), similar to the Yamato cannon, only differing that with the C.F.'s larger size the suizen cannon would deal significantly more damage not to just a single target, but would have a large splash as well, think of it as a laser attack with the power or a nuke in a smaller radius.
The object of the Terran Capital Flagship is purely supportive, its not meant to take out bases on its own but to bulster large amries of terran units and be able to give an extra dose of terran fire power when needed, its abilities are purely from a military point of view, get more fire power where its needed. in 1on1 combat it would easily take out any unit but its best used as an anchor unit, to hold the line. ill post more ability ideas for the C.F. if i can think of any, let me know what your thoughts are on it, peace.
A large large airborne Ship bigger then a battlecruiser, with multiple powerful lasers for ground attack and multiple anti air missle batteries. so here goes the thought
The Terran Capital Flagship would cost a significant ammout of resources and would be aimed as a late ingame unit and top of the terran tier. it would be composed of very heavy armor and capable of taking significant beatings. for its weaponry the Terran Capital Flagship be composed of a Rapid Ground Nullifying Laser, it could attack up to 3-4 independant enemies at once and the longer it attacks a single unit the faster its attack will become. for anti air the Capital Flagship will be able to attack in 3 different directions, its front and its sides, leaving its rear vaunerable. it would fire hellfire missles much like the valkyrie in multiple volleys, devastating enemy air units.
For its abilities i have a number of ideas. so here is goes,
First ability would be a calldown. the Capital Flagship arrives at a battle where Terrans are getting ripped apart, besides the fact its presence along can turn a battle to the Terrans favor the C.F. can drop down a squad of marines and a squad of armored support units (given balancing anywhere from 4-6 marines with 2 medics and 2 siege tanks)(it would also have a pretty big cool down rate, making its use very stratigical). this ability could be crucial in large scale battles when Terran forces are suffering impending defeat on the ground.
Its Second ability would be a built in repair and carrier bay for smaller air units such as wraiths. (holding anywhere from 4-8-12 units at one time) it would repair units at half the price that SCVs take to repair but at twice the length, also the C.F. could carry these units around, making appear to be a lone unit and drawing in an enemy attack only to suprise them with unleasing its fatal cargo, however if the C.F. is destroyed then all units onboard will die as well.
The Third ability would be the Tactical Hydrogin Bomb, the C.F. could drop an T.H.B. on an enemy base, and it would deal similar damage as a Tactinal Nuke but either have twice the radius or more damage, the C.F. would not be effected by the attack, or either i would have to fly away or be far enough as not to be damaged,(this cool down would be the longest and would need the most mana/energy to use)
Other ideas for abilites could be: Suizen Cannon (or possibly another name), similar to the Yamato cannon, only differing that with the C.F.'s larger size the suizen cannon would deal significantly more damage not to just a single target, but would have a large splash as well, think of it as a laser attack with the power or a nuke in a smaller radius.
The object of the Terran Capital Flagship is purely supportive, its not meant to take out bases on its own but to bulster large amries of terran units and be able to give an extra dose of terran fire power when needed, its abilities are purely from a military point of view, get more fire power where its needed. in 1on1 combat it would easily take out any unit but its best used as an anchor unit, to hold the line. ill post more ability ideas for the C.F. if i can think of any, let me know what your thoughts are on it, peace.