Post by Water Dumple on Dec 9, 2008 21:58:52 GMT -5
I'm putting this here, as I'd like to use some of these again next version.
1. Buildings/Assets
Recon Satellite Launcher
This building looks like a very large dome planted in the ground. It's about the size of an ordinary business building, but is pretty well-armored. Every 8 days, this builds and launches a Recon Satellite. These satellites are small and fly around quickly, using a powerful camera system to send all of the videos it makes to the base. And they're constantly "Filming," so the base gets all the information the satellites find right away; that includes if the RS is destroyed--The base will still get an image of what blew it up, and so it's a fairly airtight reconnaissance/espionage system. The Recon Satellites have very advanced zooming systems, and can even see something on the ground from the exosphere. However, they don't have defenses, so they must usually scout/spy from a distance. The Recon Satellite Launcher can keep four out at a time, and has four storage slots.
Light System
The Forest Navel, primarily in the Puffstool section, is quite dark. So dark that light is usually needed to function properly, assuming you don't have things like night-vision attachments and all that. Light Systems have several attachments; The first is a large quadruple set of basic, very bright lights. They shine a decent ways around, and several of these stationed all around the base provide all it needs in terms of light. The other attachment, however, is a massive spotlight on the top controlled by either AI or a troop. This shines an extremely long ways away in the dark, and is great for spotting out enemies hiding in the darkness. With five or more Light Systems, it's really impossible to sneak into the base due to the constant surveillance. So Light Systems serve two purposes--To simply provide the Mechanized Military with light, and to spot enemies advancing so the army can prepare for attack.
Resource Storage
This small, inconspicuous building contains the resources owned by the Mechanized Military. They're on shelves, packed in boxes and...stuff. They're stored so that simply throwing an explosive in the building won't destroy them all.
Ammunitions Storage
Another basic building, this contains excess ammunition of the army. It does have decent armor, so just shooting it or using a low-grade explosive won't blow it all up.
->Upgrade
Now the Ammunitions Storage has layers of Nullification Liquid worked into its shelves and such. If it is blown up or dangerously damaged, the Nullification Liquid will splatter over everything in the facility, preventing the explosives from detonating and thus preventing sabotage.
Weapons Storage
A small building containing all the weapons owned by the troops of the army. Not much to it.
Barracks
Where the troops sleep. That's right, a four-word description. Wait, no, nine words now. Er, fourteen. Sixteen. Seve--Screw this.
Vehicle Factory
An automatic factory, this well-armored building creates land machines automatically. It can only work on one at a time, and they can't be complicated enough to take longer than forty days to build, but it helps quite a lot and is difficult to destroy. It also has storage rooms for unused vehicles.
Hangar
Think of the Vehicle Factory, only with aircraft. It just makes machines capable of flying under forty days, one at a time. It also has several runways for those that need special places to lift off, and several helipads as well.
Defense Factory
A simple factory that can make base defenses automatically. It's not extremely complicated, so it can only make one at a time, but the factory is very well-armored. It takes a lot to bring it down--Not anything near just a few explosives thrown inside.
2. Machines
Turbo Tank
A bouncy, mobile, special tank. Turbo Tanks have advanced treads that allow them to drive around quickly and cross nearly any terrain besides deep water. It can climb inclines of 90 degrees. The Turbo Tank is quite bouncy and easily absorbs shock, so it can make very high jumps or bounce a long ways but still be just fine--It even has a mechanism to flip itself over should it get tipped on its side, back, or top. On the offensive side, the Turbo Tank can fire a Blast Bomb at the desired target every eight seconds, blasting machines up or killing a cluster of enemies. It also has a machine gun that will rip off Mass Drivers at enemy infantry. This is automatically controlled unless the crew want to use it manually. It has medium armor. Overall, the Turbo Tank is fairly basic tank-wise in terms of offense and defense, but its additional speed and bouncy nature make it unique. Shock-based weapons like battering rams will just send the Turbo Tank bouncing and spinning a short distance away without really hurting it much. You'll need explosives and anti-armor stuff to defeat it.
Traction Transport
This is an extremely large transport vehicle. It's shaped sort of like a very long and wide truck. The Traction Transport's main focus is its extremely mobile attributes; it's made to carry things up straight walls, on ceilings, or anywhere it needs to. It's waterproof, too, although it's slower in liquid. Equipped with suction treads, magnet treads, springy treads, normal treads, and everything else it needs to, few impediments can stop it. The Traction Transport moves at a decent speed, about that of a simple tank. Unfortunately, it is entirely weaponless, so it must rely on its armor and other units for protection. This vehicle, being large to compensate for its lack of offense, can carry three medium-sized vehicles or plenty of money and resources, making it a nice cargo truck. It has an opening on the back and on each side, so if it's going to blow, it can open up and let everything else out to give 'em a chance. The Traction Transport also can open up on the top, so a couple of helicopters could feasibly land in it, even. However, in spite of its unique and special abilities, this vehicle's lack of offense makes it fully reliant on other units for protection.
Deconstructor
This maneuverable machine has two purposes. The first is just to carry cargo. It can carry three resources, or plenty of petals, blueprints, and whatever it wants to steal. Second, it can take apart enemy buildings and stuff. It has several grabber arms like the ones on garbage trucks, magnets, and stuff so it can take apart a small building in a few minutes. Then, it'll load the now-resourcified building into its cargo hold and drive off. The Deconstructor moves on treads, and so it can drive up walls and over tough terrain. It looks like a large truck otherwise, aside from the deconstructing attachments. It moves at medium speed, and has a decent amount of armor, so mere machine guns won't damage it. It can take apart defenses, as well, assuming that they're offline and aren't firing at it. The Deconstructor, unfortunately, has no weapons, so it needs something else to protect it. However, it's a good, strategic vehicle and can be quite irritating as it takes apart enemy buildings and emplacements.
Fryer Fighter
This airplane is built to do only one thing--Fry aircraft. It has a mostly basic visual design, although with the sleek curves normally seen in airplanes. Looks like a typical military fighter overall. The Fryer Fighter is equipped with four, count 'em, four AA Missile launchers. It can target anything flying with all four launchers, or assign each to a different target. It has a quick reload time, and is unchallenged in air-to-air combat. The downside? It can't hit anything that's not flying. I mean, technically it could send the AA Missiles downward, but they would be ineffective and inaccurate. It also has two machine guns, but they're mounted on the top and are only for targeting enemy aircraft and flying troops. It has decent armor for air units, and can travel quickly. It's best destroyed with ground- or sea-based anti-air.
Power Bomber
Looks like...a pretty average bomber, really. The Power Bomber is basically the opposite of the Fryer Fighter. Huge offense against ground and naval units or anything under it, really, but next to nothing at all to protect it from enemy air attack. This plane flies at a medium speed, a good deal less than the Fryer Fighter, and is also less maneuverable; unlike its fellow plane, it cannot make sharp turns or perform barrel rolls. On the other hand, it's got plenty of offense! The Power Bomber has a big ol' bomb bay hatch on the bottom that can open up and drop a long, tough line of Fuel-Air Bombs. These decimate whatever is on the ground or sea beneath, due to the number and power of them. The Power Bomber can't drop a line twice on the same target before needing to make a circle no matter how slowly it's moving, though. It also has two machine guns located on the bottom to help paste infantry and other targets. They sort of work on other aircraft, but...really, it's not efficient. The Power Bomber has medium defense, and overall is devastating to anything below it but quite vulnerable once you're on the same altitude level.
3. Defenses
Artillery Blaster
Think of an Artillery vehicle without the treads...that is, in a way, all the Artillery Blaster is. Basically a metal dome built into the ground with a big ol' Artillery gun sticking out. The gun itself can aim around in mostly any direction, and can fire a very long way away when it's aiming at a steep angle--As many as 100 Bulborbs away! However, when foes reach about 5 Bulborbs away, the Artillery Blaster really can't do much against them, and is vulnerable. Still, they are quite well-armored, so usually they can last long enough for soldiers or machines to deal with anything trying to destroy them. Artillery Blasters are basically built to deal damage to enemies before they reach the base and therefore lower the number of enemy troops the Military will have to fight beforehand, as the shots use Blast Bombs and have a big explosion therefore. Artillery Blasters can only fire once every twenty seconds, but when they do fire, it does a lot.
MG Tower
This is a metal tower that is about two Bulborbs in height. It has an advanced machine gun at the top, firing 20 times a second. This gun can be controlled by troops or by AI. It's a brilliant anti-infantry weapon, mowing down loads of enemy troops. The downside? Machine guns ain't never did much to machines. When faced with a tank, the MG Tower won't be able to do much damage to it; it'll have to stick to attacking infantry. The tower is sturdy, but not undestroyable. You'll generally need some kind of explosive to take it out, as it's metal and the nest at the top is just as sturdy as the rest of it.
4. Ammunition Types/Research/Upgrades
Mass Drivers
The term "Mass Driver" is basically a fancy way of saying "Bullet". Mass Drivers are bullets. They are mass that is driven. K? K. In general, they're just used as machine-gun ammo. Mass Drivers can be ripped off at high speeds and make great anti-infantry weapons, capable of shooting down a lot of enemy infantry since one can just load a clip and aim the machine gun in an arc. However, Mass Drivers will sometimes be used for other things, like spread-fire shotgun ammunition or the like. And while Mass Drivers can easily rip into and kill infantry, they don't really do much to mechanical things...
Blast Bombs
These are the things that standard vehicles like Tanks and Artillery fire. Blast Bombs are shots that, once fired, travel to their target nearly instantly and make a big explosion. Actually, it's not quite instant, but usually you'll see a tank fire and a second later a large explosion will appear where it was aiming. For some reason, one can never see Blast Bombs traveling to their targets, and they always take the same time to get to the targets--Artillery shots and Tank shots will reach targets at the same amount of time, which can be both a good and a bad thing depending on the vehicles. Either way, Blast Bombs can send packs of infantry in every direction or do hefty damage to armored stuff and vehicles, so they're quite helpful. They aren't easy to detonate by themselves, usually something must fire them to get the explosion to come.
Nullification Liquid
Now, here's something rather interesting. Nullification Liquid is a light-blue substance that...well, nullifies stuff. It subdues things. If it comes into contact with explosives, it prevents them from exploding for about ten minutes, which can be used both defensively and offensively. If troops get hit with it, they'll feel numb and rather tired, not really like fighting at all. Machines won't drive as fast or hit as hard. However, the effects only last for a few minutes, but it does mean that if a huge bomb traveling towards the base got covered in Nullification Liquid, it would just come to smack against the ground and wouldn't detonate when the liquid wore off, for example. The substance is about as dense as water, so it can be easily squirted and used however needed.
BorbBorbs
Now, these are unique things. BorbBorbs are somewhat squishy balls colored like Bulborbs that explode on contact with their target. So a Red BorbBorb would be red with white spots, an Orange BorbBorb would be orange with black spots. BorbBorbs are about the size of bomb rocks. They're used as ammunition, but are very unpredictable. The explosion they create is also about that of a bomb rock, but every time you fire a BorbBorb, you never know what kind will come out. Here are the possibilities.
Red BorbBorb: Has a bigger explosion than normal.
Orange BorbBorb: Travels to its target much faster than ordinary.
Hairy BorbBorb: Explodes as normal, but leaves a bunch of white hair behind to make it hard to see.
Spotty BearBear: Bursts into smaller BearBears that all explode, doing widespread damage.
Air BorbBorb: Homes onto the nearest foe.
Green BorbBorb: Explodes into slimy goo, which sticks to things and reduces mobility.
Brown BorbBorb: Plants itself in the ground or wall and acts like a mine.
Fiery BlaxBlax: Leaves a bunch of fire where it blew up.
Emperor BlaxBlax: There's a random chance of this happening, which is quite small. An Emperor BlaxBlax is extremely powerful, much bigger than normal, and causes a lot of damage.
AA Missiles
For you chumps that don't know, AA stands for Anti-Air. Anyhow, these missiles use advanced locking systems to fly straight to their target and detonate. They're designed to blow out engines of things like planes, but can also be used as a sort of flak; shrapnel comes flying out of the missiles as they explode, which helps a lot since plenty of flying creatures can be taken down by these. Additionally, a direct hit with an AA Missile means heavy damage to whatever it hits if not immediate doom. However, they generally only work on air targets, and have wildly inaccurate targeting for anything else; missiles sent at ground targets will go spinning off and away and probably won't cause a scratch to the foe.
Mortars
In general, Mortars are like grenades. Kinda. They're high-yield explosives that can be lobbed high in the air or sent in fast line-drives. Mortars are good on both troops and armor, so they're very effective. Several of these lobbed into various parts of enemy ranks can throw them into disorganization, so Mortars are quite effective. They're good for getting lobbed over walls or to flush foes out of cover, and with their long range, they're quite effective. However, their range is most certainly not infinite, and it is possible to dodge them if you analyze the direction they're moving in.
Fuel-Air Bombs
For the most part, these things are just used with bomber planes and so on. Fuel-Air Bombs are big, heavy explosives that detonate upon contact with the ground or any targets. They're really, really powerful, but usually must be dropped from above and thus don't really work in hardly anything but aircraft.
Flak
A simple but helpful anti-air measure. Flak is fired in big shells that blast everywhere in the area where they're shot. These are good at taking out aircraft, since they blow shrapnel everywhere and are often released in great number. Thus, flak can steadily hurt stuff flying around, and is quite unpredictable to the enemies since it's fired at high speed and explodes all over the place, looking like a bunch of little black clouds in the explosion. It's good on flying troops, too, what with the shrapnel.
Open Electricity
Bzzt! Pretty much, this is just exposed electricity now used as an offensive measure. This can stall or shut down machines, electrocute stuff, and can be very dangerous when used correctly.
5. Upgrades/Other
Mega Tweeter (CO)
This enhancement gives Kaiser Bert's whistle double the range! This means that he can give orders to wider groups of Pikmin at a time, get more out of danger or tell them to retreat, and generally stay in control.
Whimsical Radar (CO)
Remember in Pikmin how Olimar could see an overhead view of everything when he recovered the Whimsical Radar on his ship? This is essentially the same thing. Kaiser Bert's computer can access a large radar screen with this, allowing him to see the whole battlefield right from his position and give orders based on it. This allows him to see exactly what is going on, and even more importantly, he can see things moving underground with it.
Metal Suit Z (CO)
Simply enough, when Kaiser Bert Von Bobbington has this upgrade to his suit, it absorbs a lot of damage. He can get hurled around, bashed against stuff, battered, but not take serious damage. It's made with a very resilient material and is tough to break. This makes it very difficult to kill Kaiser Bert.
Pluckaphone (CO)
If something such as a Mamuta plants Pikmin in the ground, it's no problem! The Pluckaphone allows Kaiser Bert to pull up planted Pikmin and even machines that got bashed in a tough spot out of the ground by whistling at them. Of course, it only works in his range of whistle, so he can't just sit at the back and give a tweet to fix everything, but it's quite helpful. Machines stuck in mud and such will get a quick boost upwards and be helped out, and Pikmin rooted in the ground will be yanked up.
Advanced AI (Machines)
To give a brief description, Advanced AI basically gives machines and automatically-controlled things amazing AI, able to adapt and function like if not better than a human's. Planes and tanks and such don't need pilots anymore, because they have AI instead; and thus, they can do things like barrel rolls because they don't have any pilots to protect. This is extremely important, and since all base functions can because of this work by themselves, all personnel can be troops. Of course, the important part is that all of the machines are great because of it, but that's a side-effect. Basically, when faced with a tank, you can expect it to know your every move right when you perform it and react accordingly. It's a massive upgrade, but takes a very long time to research...
Service Kits (Machines)
Simple kits of stuff. Service Kits are given to each machine, and contain special toolboxes, extra fuel, jumpstarters, and stuff like that. Basically, they allow minor tune-ups and such during battle and things like that. For example, if a machine took some damage in a battle, it could pull back, service itself, and get back in there with no problem. They're just little support...things.
Flasher Lights (Machines)
These are red and blue lights that go on machines. They're basically square light panels that go on various parts of machines and flash repeatedly, about once a second. They serve two purposes--One, to provide light in the dark. They're decently bright. Two--To sway small projectiles away from the machines. The Flasher Lights use a certain magnetic technology to push metal projectiles away from the machines, so that they won't take direct hits. It's not infallible, but it does help them resist a few hits.
1. Buildings/Assets
Recon Satellite Launcher
This building looks like a very large dome planted in the ground. It's about the size of an ordinary business building, but is pretty well-armored. Every 8 days, this builds and launches a Recon Satellite. These satellites are small and fly around quickly, using a powerful camera system to send all of the videos it makes to the base. And they're constantly "Filming," so the base gets all the information the satellites find right away; that includes if the RS is destroyed--The base will still get an image of what blew it up, and so it's a fairly airtight reconnaissance/espionage system. The Recon Satellites have very advanced zooming systems, and can even see something on the ground from the exosphere. However, they don't have defenses, so they must usually scout/spy from a distance. The Recon Satellite Launcher can keep four out at a time, and has four storage slots.
Light System
The Forest Navel, primarily in the Puffstool section, is quite dark. So dark that light is usually needed to function properly, assuming you don't have things like night-vision attachments and all that. Light Systems have several attachments; The first is a large quadruple set of basic, very bright lights. They shine a decent ways around, and several of these stationed all around the base provide all it needs in terms of light. The other attachment, however, is a massive spotlight on the top controlled by either AI or a troop. This shines an extremely long ways away in the dark, and is great for spotting out enemies hiding in the darkness. With five or more Light Systems, it's really impossible to sneak into the base due to the constant surveillance. So Light Systems serve two purposes--To simply provide the Mechanized Military with light, and to spot enemies advancing so the army can prepare for attack.
Resource Storage
This small, inconspicuous building contains the resources owned by the Mechanized Military. They're on shelves, packed in boxes and...stuff. They're stored so that simply throwing an explosive in the building won't destroy them all.
Ammunitions Storage
Another basic building, this contains excess ammunition of the army. It does have decent armor, so just shooting it or using a low-grade explosive won't blow it all up.
->Upgrade
Now the Ammunitions Storage has layers of Nullification Liquid worked into its shelves and such. If it is blown up or dangerously damaged, the Nullification Liquid will splatter over everything in the facility, preventing the explosives from detonating and thus preventing sabotage.
Weapons Storage
A small building containing all the weapons owned by the troops of the army. Not much to it.
Barracks
Where the troops sleep. That's right, a four-word description. Wait, no, nine words now. Er, fourteen. Sixteen. Seve--Screw this.
Vehicle Factory
An automatic factory, this well-armored building creates land machines automatically. It can only work on one at a time, and they can't be complicated enough to take longer than forty days to build, but it helps quite a lot and is difficult to destroy. It also has storage rooms for unused vehicles.
Hangar
Think of the Vehicle Factory, only with aircraft. It just makes machines capable of flying under forty days, one at a time. It also has several runways for those that need special places to lift off, and several helipads as well.
Defense Factory
A simple factory that can make base defenses automatically. It's not extremely complicated, so it can only make one at a time, but the factory is very well-armored. It takes a lot to bring it down--Not anything near just a few explosives thrown inside.
2. Machines
Turbo Tank
A bouncy, mobile, special tank. Turbo Tanks have advanced treads that allow them to drive around quickly and cross nearly any terrain besides deep water. It can climb inclines of 90 degrees. The Turbo Tank is quite bouncy and easily absorbs shock, so it can make very high jumps or bounce a long ways but still be just fine--It even has a mechanism to flip itself over should it get tipped on its side, back, or top. On the offensive side, the Turbo Tank can fire a Blast Bomb at the desired target every eight seconds, blasting machines up or killing a cluster of enemies. It also has a machine gun that will rip off Mass Drivers at enemy infantry. This is automatically controlled unless the crew want to use it manually. It has medium armor. Overall, the Turbo Tank is fairly basic tank-wise in terms of offense and defense, but its additional speed and bouncy nature make it unique. Shock-based weapons like battering rams will just send the Turbo Tank bouncing and spinning a short distance away without really hurting it much. You'll need explosives and anti-armor stuff to defeat it.
Traction Transport
This is an extremely large transport vehicle. It's shaped sort of like a very long and wide truck. The Traction Transport's main focus is its extremely mobile attributes; it's made to carry things up straight walls, on ceilings, or anywhere it needs to. It's waterproof, too, although it's slower in liquid. Equipped with suction treads, magnet treads, springy treads, normal treads, and everything else it needs to, few impediments can stop it. The Traction Transport moves at a decent speed, about that of a simple tank. Unfortunately, it is entirely weaponless, so it must rely on its armor and other units for protection. This vehicle, being large to compensate for its lack of offense, can carry three medium-sized vehicles or plenty of money and resources, making it a nice cargo truck. It has an opening on the back and on each side, so if it's going to blow, it can open up and let everything else out to give 'em a chance. The Traction Transport also can open up on the top, so a couple of helicopters could feasibly land in it, even. However, in spite of its unique and special abilities, this vehicle's lack of offense makes it fully reliant on other units for protection.
Deconstructor
This maneuverable machine has two purposes. The first is just to carry cargo. It can carry three resources, or plenty of petals, blueprints, and whatever it wants to steal. Second, it can take apart enemy buildings and stuff. It has several grabber arms like the ones on garbage trucks, magnets, and stuff so it can take apart a small building in a few minutes. Then, it'll load the now-resourcified building into its cargo hold and drive off. The Deconstructor moves on treads, and so it can drive up walls and over tough terrain. It looks like a large truck otherwise, aside from the deconstructing attachments. It moves at medium speed, and has a decent amount of armor, so mere machine guns won't damage it. It can take apart defenses, as well, assuming that they're offline and aren't firing at it. The Deconstructor, unfortunately, has no weapons, so it needs something else to protect it. However, it's a good, strategic vehicle and can be quite irritating as it takes apart enemy buildings and emplacements.
Fryer Fighter
This airplane is built to do only one thing--Fry aircraft. It has a mostly basic visual design, although with the sleek curves normally seen in airplanes. Looks like a typical military fighter overall. The Fryer Fighter is equipped with four, count 'em, four AA Missile launchers. It can target anything flying with all four launchers, or assign each to a different target. It has a quick reload time, and is unchallenged in air-to-air combat. The downside? It can't hit anything that's not flying. I mean, technically it could send the AA Missiles downward, but they would be ineffective and inaccurate. It also has two machine guns, but they're mounted on the top and are only for targeting enemy aircraft and flying troops. It has decent armor for air units, and can travel quickly. It's best destroyed with ground- or sea-based anti-air.
Power Bomber
Looks like...a pretty average bomber, really. The Power Bomber is basically the opposite of the Fryer Fighter. Huge offense against ground and naval units or anything under it, really, but next to nothing at all to protect it from enemy air attack. This plane flies at a medium speed, a good deal less than the Fryer Fighter, and is also less maneuverable; unlike its fellow plane, it cannot make sharp turns or perform barrel rolls. On the other hand, it's got plenty of offense! The Power Bomber has a big ol' bomb bay hatch on the bottom that can open up and drop a long, tough line of Fuel-Air Bombs. These decimate whatever is on the ground or sea beneath, due to the number and power of them. The Power Bomber can't drop a line twice on the same target before needing to make a circle no matter how slowly it's moving, though. It also has two machine guns located on the bottom to help paste infantry and other targets. They sort of work on other aircraft, but...really, it's not efficient. The Power Bomber has medium defense, and overall is devastating to anything below it but quite vulnerable once you're on the same altitude level.
3. Defenses
Artillery Blaster
Think of an Artillery vehicle without the treads...that is, in a way, all the Artillery Blaster is. Basically a metal dome built into the ground with a big ol' Artillery gun sticking out. The gun itself can aim around in mostly any direction, and can fire a very long way away when it's aiming at a steep angle--As many as 100 Bulborbs away! However, when foes reach about 5 Bulborbs away, the Artillery Blaster really can't do much against them, and is vulnerable. Still, they are quite well-armored, so usually they can last long enough for soldiers or machines to deal with anything trying to destroy them. Artillery Blasters are basically built to deal damage to enemies before they reach the base and therefore lower the number of enemy troops the Military will have to fight beforehand, as the shots use Blast Bombs and have a big explosion therefore. Artillery Blasters can only fire once every twenty seconds, but when they do fire, it does a lot.
MG Tower
This is a metal tower that is about two Bulborbs in height. It has an advanced machine gun at the top, firing 20 times a second. This gun can be controlled by troops or by AI. It's a brilliant anti-infantry weapon, mowing down loads of enemy troops. The downside? Machine guns ain't never did much to machines. When faced with a tank, the MG Tower won't be able to do much damage to it; it'll have to stick to attacking infantry. The tower is sturdy, but not undestroyable. You'll generally need some kind of explosive to take it out, as it's metal and the nest at the top is just as sturdy as the rest of it.
4. Ammunition Types/Research/Upgrades
Mass Drivers
The term "Mass Driver" is basically a fancy way of saying "Bullet". Mass Drivers are bullets. They are mass that is driven. K? K. In general, they're just used as machine-gun ammo. Mass Drivers can be ripped off at high speeds and make great anti-infantry weapons, capable of shooting down a lot of enemy infantry since one can just load a clip and aim the machine gun in an arc. However, Mass Drivers will sometimes be used for other things, like spread-fire shotgun ammunition or the like. And while Mass Drivers can easily rip into and kill infantry, they don't really do much to mechanical things...
Blast Bombs
These are the things that standard vehicles like Tanks and Artillery fire. Blast Bombs are shots that, once fired, travel to their target nearly instantly and make a big explosion. Actually, it's not quite instant, but usually you'll see a tank fire and a second later a large explosion will appear where it was aiming. For some reason, one can never see Blast Bombs traveling to their targets, and they always take the same time to get to the targets--Artillery shots and Tank shots will reach targets at the same amount of time, which can be both a good and a bad thing depending on the vehicles. Either way, Blast Bombs can send packs of infantry in every direction or do hefty damage to armored stuff and vehicles, so they're quite helpful. They aren't easy to detonate by themselves, usually something must fire them to get the explosion to come.
Nullification Liquid
Now, here's something rather interesting. Nullification Liquid is a light-blue substance that...well, nullifies stuff. It subdues things. If it comes into contact with explosives, it prevents them from exploding for about ten minutes, which can be used both defensively and offensively. If troops get hit with it, they'll feel numb and rather tired, not really like fighting at all. Machines won't drive as fast or hit as hard. However, the effects only last for a few minutes, but it does mean that if a huge bomb traveling towards the base got covered in Nullification Liquid, it would just come to smack against the ground and wouldn't detonate when the liquid wore off, for example. The substance is about as dense as water, so it can be easily squirted and used however needed.
BorbBorbs
Now, these are unique things. BorbBorbs are somewhat squishy balls colored like Bulborbs that explode on contact with their target. So a Red BorbBorb would be red with white spots, an Orange BorbBorb would be orange with black spots. BorbBorbs are about the size of bomb rocks. They're used as ammunition, but are very unpredictable. The explosion they create is also about that of a bomb rock, but every time you fire a BorbBorb, you never know what kind will come out. Here are the possibilities.
Red BorbBorb: Has a bigger explosion than normal.
Orange BorbBorb: Travels to its target much faster than ordinary.
Hairy BorbBorb: Explodes as normal, but leaves a bunch of white hair behind to make it hard to see.
Spotty BearBear: Bursts into smaller BearBears that all explode, doing widespread damage.
Air BorbBorb: Homes onto the nearest foe.
Green BorbBorb: Explodes into slimy goo, which sticks to things and reduces mobility.
Brown BorbBorb: Plants itself in the ground or wall and acts like a mine.
Fiery BlaxBlax: Leaves a bunch of fire where it blew up.
Emperor BlaxBlax: There's a random chance of this happening, which is quite small. An Emperor BlaxBlax is extremely powerful, much bigger than normal, and causes a lot of damage.
AA Missiles
For you chumps that don't know, AA stands for Anti-Air. Anyhow, these missiles use advanced locking systems to fly straight to their target and detonate. They're designed to blow out engines of things like planes, but can also be used as a sort of flak; shrapnel comes flying out of the missiles as they explode, which helps a lot since plenty of flying creatures can be taken down by these. Additionally, a direct hit with an AA Missile means heavy damage to whatever it hits if not immediate doom. However, they generally only work on air targets, and have wildly inaccurate targeting for anything else; missiles sent at ground targets will go spinning off and away and probably won't cause a scratch to the foe.
Mortars
In general, Mortars are like grenades. Kinda. They're high-yield explosives that can be lobbed high in the air or sent in fast line-drives. Mortars are good on both troops and armor, so they're very effective. Several of these lobbed into various parts of enemy ranks can throw them into disorganization, so Mortars are quite effective. They're good for getting lobbed over walls or to flush foes out of cover, and with their long range, they're quite effective. However, their range is most certainly not infinite, and it is possible to dodge them if you analyze the direction they're moving in.
Fuel-Air Bombs
For the most part, these things are just used with bomber planes and so on. Fuel-Air Bombs are big, heavy explosives that detonate upon contact with the ground or any targets. They're really, really powerful, but usually must be dropped from above and thus don't really work in hardly anything but aircraft.
Flak
A simple but helpful anti-air measure. Flak is fired in big shells that blast everywhere in the area where they're shot. These are good at taking out aircraft, since they blow shrapnel everywhere and are often released in great number. Thus, flak can steadily hurt stuff flying around, and is quite unpredictable to the enemies since it's fired at high speed and explodes all over the place, looking like a bunch of little black clouds in the explosion. It's good on flying troops, too, what with the shrapnel.
Open Electricity
Bzzt! Pretty much, this is just exposed electricity now used as an offensive measure. This can stall or shut down machines, electrocute stuff, and can be very dangerous when used correctly.
5. Upgrades/Other
Mega Tweeter (CO)
This enhancement gives Kaiser Bert's whistle double the range! This means that he can give orders to wider groups of Pikmin at a time, get more out of danger or tell them to retreat, and generally stay in control.
Whimsical Radar (CO)
Remember in Pikmin how Olimar could see an overhead view of everything when he recovered the Whimsical Radar on his ship? This is essentially the same thing. Kaiser Bert's computer can access a large radar screen with this, allowing him to see the whole battlefield right from his position and give orders based on it. This allows him to see exactly what is going on, and even more importantly, he can see things moving underground with it.
Metal Suit Z (CO)
Simply enough, when Kaiser Bert Von Bobbington has this upgrade to his suit, it absorbs a lot of damage. He can get hurled around, bashed against stuff, battered, but not take serious damage. It's made with a very resilient material and is tough to break. This makes it very difficult to kill Kaiser Bert.
Pluckaphone (CO)
If something such as a Mamuta plants Pikmin in the ground, it's no problem! The Pluckaphone allows Kaiser Bert to pull up planted Pikmin and even machines that got bashed in a tough spot out of the ground by whistling at them. Of course, it only works in his range of whistle, so he can't just sit at the back and give a tweet to fix everything, but it's quite helpful. Machines stuck in mud and such will get a quick boost upwards and be helped out, and Pikmin rooted in the ground will be yanked up.
Advanced AI (Machines)
To give a brief description, Advanced AI basically gives machines and automatically-controlled things amazing AI, able to adapt and function like if not better than a human's. Planes and tanks and such don't need pilots anymore, because they have AI instead; and thus, they can do things like barrel rolls because they don't have any pilots to protect. This is extremely important, and since all base functions can because of this work by themselves, all personnel can be troops. Of course, the important part is that all of the machines are great because of it, but that's a side-effect. Basically, when faced with a tank, you can expect it to know your every move right when you perform it and react accordingly. It's a massive upgrade, but takes a very long time to research...
Service Kits (Machines)
Simple kits of stuff. Service Kits are given to each machine, and contain special toolboxes, extra fuel, jumpstarters, and stuff like that. Basically, they allow minor tune-ups and such during battle and things like that. For example, if a machine took some damage in a battle, it could pull back, service itself, and get back in there with no problem. They're just little support...things.
Flasher Lights (Machines)
These are red and blue lights that go on machines. They're basically square light panels that go on various parts of machines and flash repeatedly, about once a second. They serve two purposes--One, to provide light in the dark. They're decently bright. Two--To sway small projectiles away from the machines. The Flasher Lights use a certain magnetic technology to push metal projectiles away from the machines, so that they won't take direct hits. It's not infallible, but it does help them resist a few hits.