Post by redquill on Nov 14, 2013 23:29:49 GMT -5
In place of the Worker, Robots selflessly lay down the groundwork for their team to stand upon, the Robot's main purpose is collecting and spending Resources to give their team an advantage. Highly mobile, most Monsters will have a hard time chasing them down. Their special allows them to place Cubes (build zones) and as they are Upgraded and Reinforced more complex Cubes can be placed.
Construction and demolition go hand in hand. The Robot's basic attack is very effective against Constructs as well as Resources. I visualize it as a welding laser as this is their construction tool as well… an issue with this view is a laser being a continuous attack while the Worker's axe is a charged one.
Missiles make more sense to me for a Robot than bombs do, though once again the nature of the attack is a little different; a immediately exploding line rather than a delayed arc. Maybe some sort of shoulder mortar… In either case, the explosion would have a small area of effect and knock enemies away from the centre of it slightly. As now, the damage will be the same regardless of how charged the attack is. Perhaps charging will affect or activate the knockback along with increasing the range/speed of the explosive.
Their special, Cubes, is complex. While their options are limited at the Basic level, they start with this ability, the only Monster beginning with their special. It allows them to place Cubes - build zones - in clear areas. Before it's placed the Robot selects what the Cube will unfold into, with a few options unlocking per level. Once the Cube is down, what it will become cannot be changed. No resources are spent placing a Cube, only the Robot's special. More complex Cubes will cause the special meter to recharge slower. After this point Cubes work like the build zones we're familiar with: showing a ghost image when a Robot is near it, taking Resources once work starts and needing some attention to be completed, and degrading in progress while not being worked on.
Cubes need to own an area to prevent Constructs being built on top of each other. Further, there should be a limit on how many Cubes one Robot can have down at a time to avoid blocking other Cubes with masses of your own. Lastly, something needs to be in place to prevent griefing by placing high cost Cubes down, starting to build them, then leaving them to keep Resources away from the team. A few things have been suggested for the last point: in progress Cubes refunding Resources when they break, Cubes being breakable by allied Robots (possibly enemies too, good incentive to finish the job) and Cubes breaking when the Robot who placed them dies. It's important to note Cubes are not finished Constructs. Those belong to the team, not the player.
Another possible ability is damaging enemy Machines, downgrading them. If this is used, I see it working the same as building… for the Machine to downgrade, the project needs to finish. When not being worked on, the Machine recovers slowly and allied Robots can repair it. Actually, this method could work for Cubes too, enemy Robots 'unbuilding' a work in progress.
Construction and demolition go hand in hand. The Robot's basic attack is very effective against Constructs as well as Resources. I visualize it as a welding laser as this is their construction tool as well… an issue with this view is a laser being a continuous attack while the Worker's axe is a charged one.
Missiles make more sense to me for a Robot than bombs do, though once again the nature of the attack is a little different; a immediately exploding line rather than a delayed arc. Maybe some sort of shoulder mortar… In either case, the explosion would have a small area of effect and knock enemies away from the centre of it slightly. As now, the damage will be the same regardless of how charged the attack is. Perhaps charging will affect or activate the knockback along with increasing the range/speed of the explosive.
Their special, Cubes, is complex. While their options are limited at the Basic level, they start with this ability, the only Monster beginning with their special. It allows them to place Cubes - build zones - in clear areas. Before it's placed the Robot selects what the Cube will unfold into, with a few options unlocking per level. Once the Cube is down, what it will become cannot be changed. No resources are spent placing a Cube, only the Robot's special. More complex Cubes will cause the special meter to recharge slower. After this point Cubes work like the build zones we're familiar with: showing a ghost image when a Robot is near it, taking Resources once work starts and needing some attention to be completed, and degrading in progress while not being worked on.
Cubes need to own an area to prevent Constructs being built on top of each other. Further, there should be a limit on how many Cubes one Robot can have down at a time to avoid blocking other Cubes with masses of your own. Lastly, something needs to be in place to prevent griefing by placing high cost Cubes down, starting to build them, then leaving them to keep Resources away from the team. A few things have been suggested for the last point: in progress Cubes refunding Resources when they break, Cubes being breakable by allied Robots (possibly enemies too, good incentive to finish the job) and Cubes breaking when the Robot who placed them dies. It's important to note Cubes are not finished Constructs. Those belong to the team, not the player.
Another possible ability is damaging enemy Machines, downgrading them. If this is used, I see it working the same as building… for the Machine to downgrade, the project needs to finish. When not being worked on, the Machine recovers slowly and allied Robots can repair it. Actually, this method could work for Cubes too, enemy Robots 'unbuilding' a work in progress.