Enemies: There will be three enemy factions, Alliance, Council, and Terminus (I thought about making each map have a unique faction tied to it, but figured that might be too complicated). Generally, they
will be similar in the units and defenses that they utilize, the abilities and
stats for these will vary from one to the other, and each will have unique hero
units that you encounter in later waves. (if this thread is popular, I’ll go
into more details about each and their abilities)
Factions:
Alliance: The "Boring but Practical" faction, Alliance forces are trained to dig in, and survive. Alliance forces specialize in focusing fire and elminating enemy forces at a distance, utilizing snipers, targeting systems, and long range heavy weapons to do this. Even the strongest enemy should be wary of charging an Alliance defense line. That said, Alliance's focus on elminating the enemy leaves them with only moderate shielding and armor, and a high vulnerability to enemy biotics and tech abilities. Your best strategy is to get around their defenses and crush them in close quarters.
Council: The highly advanced forces of the Citadel Council have been the dominant force in the galaxy for centuries. Their special units are the strongest tech and biotic users in the galaxy, and even their basic units are equipped with personal shields or barriers. Such confidence and expertise breeds its own set of problems, their forces are focused on serving a singular role, making the loss of every unit a significant blow to their capabilities. As well, while their units are equipped with shields or barriers, their health (with the exception of their riflemen) is significantly lower than their Alliance or Terminus counterparts.
Terminus: The forces of the Terminus Systems have always been considered the wild card, from units equipped with little more than the shirts on their back and a scavenged mass accelerator, to units possessing super advanced (and highly illegal) technology to give them the advantage in combat. Growing up in the Terminus instills a unique attitude of endurance and strength that results in incredible melee strength and health. This sense of invincibility does have its draw backs, as Terminus forces typically eschew standards on armor or shielding, leaving them with high health but little to know protection. The lack of training and quality weapons for the Terminus forces means that their weapons drastically lose accuracy as distance increases. "Death by a thousand cuts," and engaging at long range are essential to deal with soldiers from the Terminus.
Defense Emplacements:
Barricades: Level 1, hastily assembled items thrown into a
makeshift defense. Level 2, dedicated civil control barricades, ill suited for
direct combat but will slow enemies down. Level 3, military grade shielded
barricade, designed for heavy damage.
Sentries: Level 1, civilian work mech reassembled with basic
weaponry and targeting system. Level 2, security mech designed for light combat
and have a self destruct system. Level 3, military mech heavily armed and
armored with tech to impede enemies in close combat.
Booby Traps: Level 1, improvised explosive traps, does light
damage to unarmored units. Level 2, anti personnel ordinance capable of
disabling shields and killing low level units. Level 3, anti armor explosive
traps, capable of severally damaging or killing any unit that triggers them,
and other units in a several meter radius.
Turrets: Level 1, standard auto turret with shields and
light anti personnel mass accelerators. Level 2 light manned turret, does high
damage against shields and unarmored units but has little affect on armored
units. Level 3 heavy mass accelerator emplacement (remember the thing shepard
can take control of in his shuttle in ME3? One of those) will shred any enemy
units save for the heaviest units in the arsenal, only weakness is a quick
overheat and long reload time.
Command Tech: A randomly
chosen defense emplacement that will appear in an enemy base every few waves
that gives defenders a significant advantage until they are destroyed. Motion
Tracker device allows enemy AI to track all your units throughout the map, even
when cloaked. Communication Jammers disable the player’s ability to use support
powers. Shield Generators provide a rapidly regenerating extra layer of
shielding to all defensive emplacements. Artillery Targeting decreases the time you
have to complete the wave before enemy support destroys the attackers (timer
resets to normal once this emplacement is destroyed).
Enemy Units:
Rifleman: Standard enemy units, equipped with Assault Rifles
and grenades. Moderate armor makes them able to absorb some damage before being
killed. At level 2 they gain a moderate
layer of armor or shielding for protection.
Alliance – Level 1, Colonial Militia (M-4 Shuriken,
frag grenade). Level 2, Alliance Marine (Ablative Armor layer, Upgraded
Avenger, sticky grenades)
Council – Level 1, C-Sec Officer (Personal
shields, M8 Avenger, Flash Bang Grenade). Level 2, Turian Legionnaire (Personal
Shields, Phaeston, Arc Grenades)
Terminus – Level 1, street ganger (M-3 Predator,
molotovs, melee armor). Level 2, Mercenary (M-15 Vindicator, Inferno Grenades,
bladed armor)
Engineer: Enemy infantry unit with weaker health but higher
strength shields or barriers and carries a repair tool that can
restore health to any defensive emplacement. At level 2 they get a heavier weapon
and another tech ability.
Alliance – Level 1 Civil Engineer, M-3 Predator, omnitool repair, harden shields (enchances ally shield damage reduction). Level 2 Combat Engineer, M-37 Falcon, omnitool repair, harden shields, overload.
Council - Level 1 Technican, M-9 Tempest, omnitool repair, combat drone. Level 2 Machinist, M-55 Argus, omnitool repairs, combat drone, reactivate defenses (restores destroyed defense emplacement except command tech)
Terminus – Level 1 Mechanic, M-22 Eviscerator, omnitool repair, incinerate. Level 2 Saboteur, AT-12 Raider, omnitool repairs, incinerate, proximity mines.
Specialist: Unique unit that provides differing support roles for each faction.
Alliance Sniper: level 1, M-92 Mantis rifle,
assassination, mark target. Level 2, M-98 Widow Rifle, mark target,
assassination, cloaking device.
Asari Commando: Level 1, M-23 Katana, biotic
barrier, warp. Level 2, Disciple, biotic barrier, warp, stasis.
Terminus Brawler: Level 1, M-27 Scimitar, bleed
attack (melee), fortification. Level 2, Graal Spike Thrower, stun melee,
fortification, armor detonation.
Heavy Weapon Soldier: Soldiers with little armor or
shielding but carry heavy support equipment that can rapidly destroy or disable
enemy units.
Alliance: Level 1, Grenade Launcher, M-3 Pistol.
Level 2, Rocket Launcher, M-5 Phalanx, can fire seeker rockets any unit under
effect of motion trackers or target marking.
Council: Level 1, Arc Projector, M-9 Tempest.
Level 2, Hydra cluster seeker missile launcher, M-9 Tempest.
Terminus: Level 1, Flamethrower, dangerous cargo
(area self destruct). Level 2, Blackstorm, M-358 Talon.
Heroes: Unique units that spawn in later waves. Each
provides unique powers, multi layered defenses, and powerful weaponry. They
cannot be killed like most enemies but are downed and must be executed to be
removed from the wave, enemy AI units can revive them (units with Sync kill
abilities can instantly kill them). There are 6 heroes for each faction and
they spawn randomly in waves throughout the match, except for wave 11 where all
6 heroes spawn.
Modifié par Lord_Frostwind, 21 décembre 2012 - 07:11 .