LordGood Posted October 16, 2016 Report Share Posted October 16, 2016 I've been thinking, tunnelers would add some much needed ranged siege to Civs that don't have any. I was thinking tunnel entrances could be built by citizen soldiers, and only when garrisoned fully (10 troops?), it would produce a slow, low, and powerful building-targeting projectile, perhaps with its own ground decal and particle effect. They'd have the same 100 health and 100%pierce armor as siege as well. They'd cost a lot of wood and take a long time to build. This is just brainstorming on my part, let me know what you think. 2 Quote Link to comment Share on other sites More sharing options...
FeXoR Posted October 16, 2016 Report Share Posted October 16, 2016 IMO all civilizations should have a "ranged siege unit". "Tunnelers" - not sure about the name, but still - would be suited for all civilizations to have. (Or at least for those civilizations without any other ranged siege unit) They could be made buildings rather than units though and thus could also be captured and would not be mobile. In that case any Citizen Souldier should be able to build them IMO. EDIT: No unit should have any armor type 100% though ;p Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 16, 2016 Author Report Share Posted October 16, 2016 Siege weapons have 100% pierce armor in the new alpha, which works out pretty well, siege weapons are also difficult to capture as it is, tbh I'd rather siege be destroyed easily than be difficult to capture. As it is a pack of infantry units will be trying to capture a ballista and not succeeding in the slightest, when the much more direct 'stab it until it dies' approach would have saved several of your own buildings. I was honestly never did like capturing being the primary method of attack when available. That got off topic, tl;dr I'd rather tunnels not have capture points. 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 16, 2016 Report Share Posted October 16, 2016 No use in the game "capturing" a tunnel. Jus detsry the shack and the tunneling units inside die. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 16, 2016 Report Share Posted October 16, 2016 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 18, 2016 Report Share Posted October 18, 2016 Add to them fixed mantlet Buildable and with a system similar to walls can attach units and get a bonus. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 18, 2016 Report Share Posted October 18, 2016 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 18, 2016 Report Share Posted October 18, 2016 Just now, Lion.Kanzen said: That could be the Sparabara formation for Persians. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 18, 2016 Report Share Posted October 18, 2016 That will be mobile mantlets similar but units instead building. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 18, 2016 Report Share Posted October 18, 2016 In fights like this can be important Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 19, 2016 Author Report Share Posted October 19, 2016 Proof of concept, very slow, but nothing shortie of a sortie is going to get rid of them, since they out range traditional siege. (Can't attack it though) And yes, decals can be used as projectiles. 4 Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 19, 2016 Author Report Share Posted October 19, 2016 theyre going to need new sounds though, the whoosh and clank really doesn't work for it Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 19, 2016 Report Share Posted October 19, 2016 15 minutes ago, LordGood said: Proof of concept, very slow, but nothing shortie of a sortie is going to get rid of them, since they out range traditional siege. (Can't attack it though) And yes, decals can be used as projectiles. How is supose to work? Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 19, 2016 Author Report Share Posted October 19, 2016 with 5 troops garrisoned, every 30 seconds it shoots a building-targeting decal projectile at an absurdly slow speed. However, this projectile has a range of 90 meters and does 500 crush damage. Like all siege, it's impervious to arrows. It only has 300 health, isn't capturable, and only does 100 damage to other siege tunnels. (Dissuading overuse of counter-tunneling, but still making it a viable tactic) 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 19, 2016 Report Share Posted October 19, 2016 3 hours ago, LordGood said: with 5 troops garrisoned, every 30 seconds it shoots a building-targeting decal projectile at an absurdly slow speed. However, this projectile has a range of 90 meters and does 500 crush damage. Like all siege, it's impervious to arrows. It only has 300 health, isn't capturable, and only does 100 damage to other siege tunnels. (Dissuading overuse of counter-tunneling, but still making it a viable tactic) Hmmm, interesting as proof of concept, but have some problems. Destroying the shack does not remove the "projectile" after death. Ideally, the "tunnel" should "collapse" or cease to exist if the shack is destroy by the enemy. Also, would be good to see a "trail" like Bugs Bunny or like Rome:Total War. I like seeing the "dust" from the mine entrance (I'm calling it the shack, lol) showing that units are at work inside. I like that. But I think some new mechanics will need coded and using current mechanics has too many problems. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 19, 2016 Report Share Posted October 19, 2016 I agree with Justus even that mines many times was poison to kill invaders or defenders. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 19, 2016 Report Share Posted October 19, 2016 I rember a Zerg unit can create tunnels in SC2. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 10, 2018 Report Share Posted April 10, 2018 @Alexandermb what you think? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 11, 2018 Report Share Posted April 11, 2018 9 minutes ago, Lion.Kanzen said: @Alexandermb what you think? I'm not sure if i follow but what is planned is to make a new siege type weapon for attacking "underground" theroical speaking the units dig under the building and attack it, but since thats is not possible from a coding view yet, that means a projectile 100% accurate every certain amount of time like you said, the zerg when they dig and become untargeteable and attack every unit who stands above it (they couldn't see the unit whitout true vision). So the weapon or the tunnel is useless alone, but when garrisoned inside its being used. 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted April 11, 2018 Author Report Share Posted April 11, 2018 That's the basic idea, but community feedback makes it clear this hacky way of doing this won't settle well. More coding is likely needed for this to be a viable siege weapon for vanilla. Fine as is for experimental mod use though 1 Quote Link to comment Share on other sites More sharing options...
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