1-2 days per troop equipment? Are you sure, because then that would be 200 days for just 100 of them.
Considering that a single white Pikmin could kill tons of Bulborbs in short range with this, wouldn't that make sense? That's pretty high-quality stuff there. Something such as, say, a rifle could be made in much greater supply. If these were weaker, you could make them in much greater number, but the gas is described as killing a unit in 5 seconds. That's pretty powerful simply due to the splash area, especially if you have a supply vehicle where they can get more sprays. For instance, Luftwaffle is spending a 20-day project for 50 semi-automatic rifles.
I guess the gas sprayers are rather short-ranged, though. You don't need to spend 1-2 days on them, but it's basically a measurement of their power. I would recommend spending that time, but don't feel as if you need to.
Famous Pirate King: - 90 Days - Super Creature - Giant jellyfloat that has the same basic function of all other jellyfloats, but on a much grander scale. Seeing as it is a huge unit, it can swallow much larger units, such as tanks and such. It can also use its tentacles as ranged weapons.
9 Volt: - 50 Days - Ability - Gives his tentacles a shocking effect, so every troop he touches get electrocuted.
Force Disturber: - 80 Days - Ability - Becomes invisible to radio waves (and thus, radar). Of course, he's still a huge target that's easy to physically see.
Summer Breeze: - 40 Days - Ability - Releases a strong stream of air from his... innards. This does not harm anyone, but it can be used to keep aerial units at bay and keep ground troops away.
Keen Eye: - 80 Days - Ability - Like any good pirate, the King can pick out loot and booty from a mile away (not quite literally). If he is floating around in your base, he will find your resource storage and will take your petals.
Heart of the Pirate: - 60 Days - Weapon - 100 Groinkium, Flare Cannon - This weapon is stored inside the super but he can push it out of him at any time. The Groinkium attracts enemy machines made of metal and keeps them there, while the Flare Cannon obliterates those below with a torrent of flames.
Post by Water Dumple on Dec 4, 2009 18:13:26 GMT -5
Approved depending on a few things. The Famous Pirate King thing could be a little overpowered, as tanks can go for 40 days or more. Are they unable to move or fire while inside?
The other thing is the flare cannon, mainly its attractive ability. Is that just to keep machines inside or does it also exert a force on things outside the jellyfloat? If so, how long is the range? Thing is, this super is sort of looking like the anti-everything (generally) if it can suck from a long distance because of the cannon. The only worry I have is that it will be too easy for the jellyfloat to suck up large numbers of vehicles (as that can add up to hundreds of days of damage all at once). But if the range is not too big or it has to suck for a long time to get a vehicle in there, this is a fair and creative idea as a whole.
They are able to move around but like troops are eventually broken down by jellyfloat innards. The larger the swallowed units are, the easier it is to move and escape. Of course, then they fall from the air, but that would still be better. In the same spirit, they can also fire, but I always thought that jellyfloats were filled with, well, jelly (or goo of some sort), so only large projectiles (like Bomb Rocks and bigger) would have an effect. Of course, if that isn't fair, then any projectiles could make a difference if a large quantity is used.
Like all other jellyfloats, the King must hover directly over his intended target. The Groinkium coating does not exert an external pressure, it just boosts the strength of the suction below. Thus, it can pick up heavier units. It also keeps trapped victims from leaving as easily. In essence, there is no range, only directly below the super.
I don't know about the physic about flight, but steel plating for the helicopter is ok.
The lightning rod idea is fine as it is, but you might want to readjust the time and resource for it. Other armies' troop equipments take longer and cost more resources to make. Your equipment won't be as effective in comparison.
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Post by lovethepikmin on Dec 7, 2009 21:11:46 GMT -5
I need to see if this ship can be approved.
Kuma Class torpedo light cruiser 100 iron 24 days
A extremely swift warship that has 4 5X torpedo launchers on each side that create a Atk/Def torpedo formation known as a Torp. Wall. Plus far sight range and radar. However its only means of defending its self is its shear speed and the torpedo launchers making it easy to destroy. The launchers take about 5 minuets to properly reload.