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RimWorld => Ideas => Topic started by: Zeta Omega on August 06, 2014, 05:45:21 PM

Title: More Mechanoids?
Post by: Zeta Omega on August 06, 2014, 05:45:21 PM
I for one like mechanoids.....For their looks and weapons of course, and ever since I Saw the Mechatronics mod I wondered...Why cant we make them? Why only Two types of mechanoids? Lets brain storm some...And think of new robotic enemies ....and possible even allies...Don't be afraid post your ideas.
Title: Re: More Mechanoids?
Post by: Zerohero20 on August 06, 2014, 07:45:44 PM
Well those droideka from star wars would be nice. The rolling ones with the two laser arms. But they could be the fast moving close range unit with the scyther filling the long range. They could also drop a small personal shield or something to research to make them. Maybe just add a separate shield hp bar. The b1 battle droid could be an early attack followed by the heavier b2. Some kind of exploding bomb bot could be added to break turret lines or maybe walls. Some quick melee bot would be nice when melee weapons or something is added or they could grab and shock your colonist to stun them for a time until they are shot off them. Could also do those stealth bots from Xcom that strangle your guys. There are a lot of ideas you could think of from other games.
Title: Re: More Mechanoids?
Post by: Shinzy on August 06, 2014, 08:06:44 PM
Well those droideka from star wars would be nice. The rolling ones with the two laser arms. But they could be the fast moving close range unit with the scyther filling the long range. They could also drop a small personal shield or something to research to make them. Maybe just add a separate shield hp bar. The b1 battle droid could be an early attack followed by the heavier b2. Some kind of exploding bomb bot could be added to break turret lines or maybe walls. Some quick melee bot would be nice when melee weapons or something is added or they could grab and shock your colonist to stun them for a time until they are shot off them. Could also do those stealth bots from Xcom that strangle your guys. There are a lot of ideas you could think of from other games.

Oh the spacesquids would be real fun =P
It'd be real panicey having one of your non drafted colonists far from the frontlines getting suddenly grabbed by stealth robot
and the rolling turret droids would be kinda cool, too
Title: Re: More Mechanoids?
Post by: bobucles on August 06, 2014, 08:39:38 PM
The tanky brawler and flimsy sniper are good types to start with.

Perhaps a fragile/slow repair bot? It would protect against mortar fire and kiting strategies by repairing minor damage.

A short range running explosive would be super lethal. Perhaps it once was an excavation bot?

Indirect medium range weapons would be tough to deal with. They can attack over walls and not care about a direct assault.

That's all I got for now. It's best IMO to keep the mechanoids using different methods of attack compared to humans, so stuff like APCs or cavalry are out.
Title: Re: More Mechanoids?
Post by: Zeta Omega on August 09, 2014, 03:45:06 PM
Love your ideas guys Really cool, and the starwars one would make for a good mod....
Title: Re: More Mechanoids?
Post by: Garen on August 09, 2014, 05:00:26 PM
since the mechanoids are built for generic purposes....

how about a spider-mechanoid - thats fast and does melee damage, or a (dare i say it) Siege mechanoid called the turtle



the spider one inhabits mountains, whilst the turtle one can only be found on the coast
Title: Re: More Mechanoids?
Post by: Zeta Omega on August 09, 2014, 09:39:32 PM
*Claps slowly* I should allow you to join the mechanoid hives for your ideas and designs....You will of course be stripped of your humanity and your conscious transferred into a machine, Welcome to the hive and continue To help the hive progress
Title: Re: More Mechanoids?
Post by: Damien Hart on August 10, 2014, 12:21:12 AM
Considering I've copped waves of 50+ mechanoids, I thought you must have been crazy asking for more  :P

But more types is definitely something I'd be happy to see. I'd like something to occupy the "fodder" position in the army. We have the heavy tank, and the light sniper, but we're missing the middle ground. A medium unit to make up the bulk of the army, whose primary purpose is to occupy the main part of the enemy force (that is to say, your colonists), while the more dangerous scythers/centipedes dish out the real heavy damage.
Title: Re: More Mechanoids?
Post by: Somz on August 10, 2014, 09:46:35 AM
Well those droideka from star wars would be nice. The rolling ones with the two laser arms. But they could be the fast moving close range unit with the scyther filling the long range. They could also drop a small personal shield or something to research to make them. Maybe just add a separate shield hp bar. The b1 battle droid could be an early attack followed by the heavier b2. Some kind of exploding bomb bot could be added to break turret lines or maybe walls. Some quick melee bot would be nice when melee weapons or something is added or they could grab and shock your colonist to stun them for a time until they are shot off them. Could also do those stealth bots from Xcom that strangle your guys. There are a lot of ideas you could think of from other games.

There comes the problem. Sorry but this is NOT star wars.
Having a certain type of mechanoid with a personal shield might be a good idea, yeah, but I highly doubt simply copying others' creations is anywhere near an acceptable idea, let alone an outstanding one.

I for one think about a balanced mechanoid between the centi and the scyther (HP, movement speed, range, firepower, all between the two of those...), and a really squishy melee unit that could attacks in swarms would be nice.
Also the already suggested repair drone and (maybe mobile) artillery would be...well, not exactly fun for us to deal with, but spectacular anyway. ^^
But they should spawn regardless of the map type imo.

One thing, whatever kinds of new hostile mechanoids may take place in the core game, modders will work wonders for us to use them as allies, no need to worry about that. ^^
Title: Re: More Mechanoids?
Post by: Zeta Omega on August 11, 2014, 07:10:42 PM
Im going to be honest I didn't think this many peoples would respond let alone View this pole...Im happy for it  :)
Title: Re: More Mechanoids?
Post by: Splinterbee on August 13, 2014, 05:57:04 PM
how about a sniper bot with an incendiary gun like this
http://th06.deviantart.net/fs70/200H/i/2012/194/3/9/halo_4_promethean_crawler_by_uhzenostrom117-d57579r.jpg
this is from halo. there crawlers that shoot different things out of there face. some of them shoot snipers that evaporate people.
maybe something like this?
Title: Re: More Mechanoids?
Post by: CrazyRu55ian on August 13, 2014, 06:39:13 PM
How about a robot that slowly terraforms the land around it into desert/barren/radiation? It would lay down "harmful tiles". This would give a use to the terraforming device that needs to be researched now by colonists.

I also suggest using dead scyther bodies as an ingredient for more advanced turrets such as a high powered sniper turret.
Title: Re: More Mechanoids?
Post by: Damien Hart on August 13, 2014, 09:39:53 PM
Im going to be honest I didn't think this many peoples would respond let alone View this pole...Im happy for it  :)

It's a thread about killer robots - who wouldn't check it out!  :P
Title: Re: More Mechanoids?
Post by: Bog on August 13, 2014, 10:20:06 PM
It's a thread about killer robots - who wouldn't check it out!  :P
Technophobes. ;D
Title: Re: More Mechanoids?
Post by: Damien Hart on August 13, 2014, 10:34:45 PM
It's a thread about killer robots - who wouldn't check it out!  :P
Technophobes. ;D

They wouldn't be on the forum in the first place :P
Title: Re: More Mechanoids?
Post by: Zeta Omega on August 14, 2014, 07:03:19 AM
ANYWAYS! whos gotten their hands on ALPHA 6! awesome right?
Title: Re: More Mechanoids?
Post by: Zeta Omega on August 16, 2014, 12:32:56 PM
Today...We come upon a great and horrible problem my mechanoid brothers...We can now be incapacitated and Stunned with these EMP weapons...A moment of silence for out fallen ranks
Title: Re: More Mechanoids?
Post by: Noobshock on January 10, 2015, 06:15:04 AM
Necrobumping for MORE MECHANOIDS (by that I mean new types of robots)! And more mechanoid tech the player can get his hands on somehow (in very limited supply ofc). Of course I'm assuming fleshing out something like this is more "endgame"-related and not necessarily a broad priority, but yeah, would love to see them. Love the design of the centipede which is reminding me of the Starcraft Reaver, and would love to see where Tynan could take this if he were to put some more time into them.

There ya go. SUPPORT THE MECHANOIDS! :D
Title: Re: More Mechanoids?
Post by: A_Soft_Machine_Man on January 10, 2015, 02:27:41 PM
I was thinking something of a middle ground between the Scyther and Centipede, having more defense than the scyther but less than the centipede and serving as an all-purpose assault platform.

Eg. "Scorpio" mechanoid armed with a pair of 'heavy' R5 pulse lances (basically to the R4 what the L15 is to the M16) for the 'claws' and a slower firing but more powerful charge lance for the 'stinger' on the tail.
Title: Re: More Mechanoids?
Post by: Bodog999 on January 10, 2015, 03:31:39 PM
The mechs currently are already annoying enough, why make more? they will just annoy us more xD especially on randy random extreme challange :/
Title: Re: More Mechanoids?
Post by: MyNameIsSpyder on January 10, 2015, 04:15:27 PM
since the mechanoids are built for generic purposes....

how about a spider-mechanoid - thats fast and does melee damage, or a (dare i say it) Siege mechanoid called the turtle
Like the idea, but I'm confused about them only being inside mountains.


the spider one inhabits mountains, whilst the turtle one can only be found on the coast
Title: Re: More Mechanoids?
Post by: Coenmcj on January 10, 2015, 04:51:19 PM
More mechanoids for my Psychically deaf colonists to worship? I'm all for that.
Title: Re: More Mechanoids?
Post by: Fruit loops on January 10, 2015, 07:38:12 PM
Hell of fast melee Mechs, to were if they get to you your pretty much screwed, and they swarm colonists, or they take less daage from turrets, so they don't care much about them they just bum rush your colonists.
Title: Re: More Mechanoids?
Post by: Splinterbee on January 16, 2015, 11:02:17 PM
How about an exploding mechanoid. It runs up to colonists and explodes in a 3x3 radius
Title: Re: More Mechanoids?
Post by: Professor Cupcake on January 18, 2015, 11:07:34 AM
I often criticise sci-fi robotics for making them humanoid all the time. It shows a complete lack of imagination, especially when there are provably superior forms already in active use nowadays.

On the subject of provably superior forms: insects (et al). Ant robots anyone? Ants are known for their ability to lift things many times their weight. So how about an ant mechanoid that, uh... lifts things and carries them off? Possibly even kidnapping the odd colonist.
Personally, I'd see that one as a separate event to most mechanoid attacks. More like scouts and harvesters than combat mechs, hence they will likely not be put alongside the fighters.

Mechanoids don't follow the same rules as organic life. They know exactly what they are, why they were created, what there purpose is (or at least what it was supposed to be). So they wouldn't have the same inhibitions regarding suicide units. A few walking mines perhaps? Or maybe screw the walking, and have them as rolling mines. The body part for their movement would then be an internal gyroscope. Maybe also have a primer body part which, if disabled, means they will be unable to self-detonate any more.

So that's a couple of ideas I guess.
Title: Re: More Mechanoids?
Post by: Hayhorse on January 18, 2015, 12:50:21 PM
Well has anyone else noticed that Mechanoids have genders?. I think that Tynan is going to implement Mechanoids that work for you, since if you shut down a Centipede there is an option to remove its brain, I think that we will be able to remove there brains and either upload someones to a Mechanoid OR we can make our own body's for them and plop the mechanoid brain in and viola! We have a mechanoid on our side now! That or there might be a feature in A9 or A10 that we play has a mechanoid hive starting with a crashed ship part coming down (The player) and mechanoids popping out to take over a colony or town that's on the planet. The player takes it over then begins to build a hive there and begins making Scyther's and Centipede's to go raid the Colony's on the planet for supply's to build more. With the goal of having making the first Mechanoid planet
Title: Re: More Mechanoids?
Post by: Zeta Omega on October 11, 2015, 04:49:02 PM
HELLO EVERYONE. Long time no talk or message on this post but im back and as eager as ever to hear anything mechanoid related, Ive been a bit busy trying to understand the More mechanoids mod so if you know anything helpful please tell me.
Title: Re: More Mechanoids?
Post by: keylocke on October 12, 2015, 06:01:06 PM
build more pylons.  ;)

lel.

-------

hmm.. this is a combination of several ideas :

how about a matriarch mech that can spawn a maximum of 5 tiny shielded exploding mechs? (she spawns new ones if her bomb mechs are lower than 5).. and her main weapon is like a mortar..

or maybe she just spawns random mechs at intervals until you kill her.

she can replace the evil ship part and she can also randomly emit psychic waves..


Title: Re: More Mechanoids?
Post by: Zeta Omega on October 13, 2015, 08:48:21 PM
build more pylons.  ;)

lel.

-------

hmm.. this is a combination of several ideas :

how about a matriarch mech that can spawn a maximum of 5 tiny shielded exploding mechs? (she spawns new ones if her bomb mechs are lower than 5).. and her main weapon is like a mortar..

or maybe she just spawns random mechs at intervals until you kill her.

she can replace the evil ship part and she can also randomly emit psychic waves..
So a type of BOSS/queen mechanoid? Nice idea.
Title: Re: More Mechanoids?
Post by: keylocke on October 14, 2015, 02:35:01 AM
aye, instead of the oh exploitable evil/poison ship part..

it would be a matriarch type mech. that will shoot with a mortar, spawn mechs at intervals and maybe spawn a group of mechs like evil/poison ship part when initially attacked, and emit psychic waves at set intervals.
Title: Re: More Mechanoids?
Post by: killer117 on October 14, 2015, 09:40:35 AM
A while back i gave ideas for the mire mechanoids mod. They didnt get implemented but the creatir like the concept. The idea was, what happens when a mechanoid gets stuck in the same situation as our colonists. Theyre stranded on a planet, cut off from the hive mind, with only thier prime directive of human genicide and some minor self preservation policies. Now fast foreward a few hundered years. The mechanoids not looking so good. Its been attacked by wildlife and locals, and on its gotten beat up over the years. With a brain far more complex than that of a human, it would have by this point learned to survive in its surroundings.

Im not saying its developed a human mind and personality, but its gained more than a regular mechanoid. Its gained more slef preservation awareness, and has a local memory of the area, and how to survive in it, where is dangerous, and what. It might have developed instincts to help it survive the hostile enviroment. But its also taken damage. Its been shot, beat up, torn apart, and smashed fairly badly. Now with no access to the advanced technology and resources that created this machine, it cant repair itself fully. But it can use what it has at hand, and with a basic understanding of its own physiolagy, its gone on to make rudimentry repairs. Now lets say it was built with an advanced pasteel alloy, the closest and most avalable matirial it could salvage would be steel, although some may find some pure plasteel.

Now basically patched up and with its new found survival instincts, the mechanoid must find a way to fight, a weapon to use to attain its prime directive. Human genocide. Now some may have thier origional lancers, cannons and miniguns. But most would have lost them to disrepair or damage over the years. Now it must find a new weapon. Sythers could fashion themselves semi-effective new arm blades from steel or plasteel, while centipedes could make themselves a huge rudimentry ram, or body spikes. They could also attack the local population and take thier weapons, equiping m16's, pistols, survival rifles, or even basics like swords and bows.

Now a walking pile of scrap with basic weapons, the mechanoids will be strongest in larder groups. But with no way to link them all via a hive mind. But with thier developed animal instincets they could work out a pack mentality, with the strongest or wisest/oldest the leader. While new mechanoids might join the groups with only minor damage, they wont attain the leadership role as others would have far more advanced instincts in how to be leader and fight and lead the mechanoid tribe. Becoming a survival tribe, they find survival is everything. So if a mechanoid falls in combat he would be carted off and used as spare parts, in order of others to become stronger. They might even
Battle "pure" mechanoids for thier advanced weapons and top of the line parts.

In the end they might not even be regognisable as the mechoids they began as, but are still a powerfull fighting force, using far more tactics and skill to attack enimies. One day they could even overcome thier prime directive, thus breaking into the begining stages of sentiency. They could become a community, where they farm to make biofuel in order to run with bodies, thier origional reactors long since out of action. They may even welcome interation from human settlements around the globe, as they steadily became a propspering town.

My idea was having such mechanoids at such different stages implemented in the game, adding a whole variety of mechanoids into the game, including the possibility of friendly ones. I thought itd just cool having them running around, and a cool expansion to the story. 
Title: Re: More Mechanoids?
Post by: Loki88 on October 14, 2015, 10:53:02 AM
How about a wasp type mechanoid? It is called the mechanoid hive after all. I'd imagine it to be a harraser type that's fast but weak with something like a plasma pistol for a weapon. They would need to come in groups of 3+ in order to be effective though.

Something like so?


(http://mobile.freewallpaper4.me/320x480/5101-robot-wasp.jpg)



Except with red bits instead of blue and a plasma pistol in place of the stinger
Title: Re: More Mechanoids?
Post by: Zeta Omega on October 15, 2015, 08:18:37 PM

So a tiered system of mechanoids, say like ancient out of date ones up to something like glitterworld tech ones. I like that Idea
Title: Re: More Mechanoids?
Post by: Zeta Omega on October 15, 2015, 08:20:51 PM
How about a wasp type mechanoid? It is called the mechanoid hive after all. I'd imagine it to be a harraser type that's fast but weak with something like a plasma pistol for a weapon. They would need to come in groups of 3+ in order to be effective though.

Something like so?


(http://mobile.freewallpaper4.me/320x480/5101-robot-wasp.jpg)



Except with red bits instead of blue and a plasma pistol in place of the stinger
Hmm interesting, personally I would have gone for chemical warfare over the standerd weapons for this one, think about it for a sec, possible if they sting you you could get infected or it could be like wasps from code lyoko ((Points if you know what im talking about)) that sprays an acid like substance that hurts colonists if they get hit or walk on it. Still cool Idea
Title: Re: More Mechanoids?
Post by: Wex on October 17, 2015, 06:53:48 AM
How about a wasp type mechanoid? It is called the mechanoid hive after all. I'd imagine it to be a harraser type that's fast but weak with something like a plasma pistol for a weapon. They would need to come in groups of 3+ in order to be effective though.

Something like so?


(http://mobile.freewallpaper4.me/320x480/5101-robot-wasp.jpg)



Except with red bits instead of blue and a plasma pistol in place of the stinger
They couls carry an electrolaser pistol, so to give a motive about electrical resistence of clothing.
This is an electrolaser: https://en.wikipedia.org/wiki/Electrolaser
Title: Re: More Mechanoids?
Post by: Zeta Omega on October 18, 2015, 06:01:15 PM

They couls carry an electrolaser pistol, so to give a motive about electrical resistence of clothing.
This is an electrolaser: https://en.wikipedia.org/wiki/Electrolaser
[/quote]
So an OP and more dangerous version of a tazer? good idea, they could then melee the stunned targets O_O
Title: Re: More Mechanoids?
Post by: quxzcover on October 18, 2015, 07:37:24 PM
How about a Event mech that creates 3 types of mechs:

1) A range units that comes in numbers but isnt very powerful
2) A melee mech that has almost no health but comes in swarms like zerglings and banelings and some explode
3) a worker that terraforms the land hence the need for terrafroming tech (I hope this is added).

This event mech would rapidly spawn all 3 of these until dead. the harder difficulty the more of them there are. could probably easily be dealt with with crowd control weapons since the spawns should have almsot no health but come in numbers.
Title: Re: More Mechanoids?
Post by: Zeta Omega on October 18, 2015, 08:18:10 PM
How about a Event mech that creates 3 types of mechs:

1) A range units that comes in numbers but isnt very powerful
2) A melee mech that has almost no health but comes in swarms like zerglings and banelings and some explode
3) a worker that terraforms the land hence the need for terrafroming tech (I hope this is added).

This event mech would rapidly spawn all 3 of these until dead. the harder difficulty the more of them there are. could probably easily be dealt with with crowd control weapons since the spawns should have almsot no health but come in numbers.
So...Like a crashed ship part, BUT is a living moving mechanoid? also how would the terraforming one work?
Title: Re: More Mechanoids?
Post by: Wex on October 19, 2015, 12:53:14 PM
So an OP and more dangerous version of a tazer? good idea, they could then melee the stunned targets O_O
Yes, the cach is, they are as fast as a colonist, with tortoise armor, and can get down by a single hit. Awful to kill exept with high rate of fire.
I guess they would quickly become a nightmare.
Title: Re: More Mechanoids?
Post by: Zeta Omega on October 19, 2015, 08:42:51 PM
So an OP and more dangerous version of a tazer? good idea, they could then melee the stunned targets O_O
Yes, the cach is, they are as fast as a colonist, with tortoise armor, and can get down by a single hit. Awful to kill exept with high rate of fire.
I guess they would quickly become a nightmare.
Hmm....Seeing as how it would be a smaller model I would expect lower damage but swarms of them
Title: Re: More Mechanoids?
Post by: quxzcover on October 21, 2015, 12:09:15 AM
How about a Event mech that creates 3 types of mechs:

1) A range units that comes in numbers but isnt very powerful
2) A melee mech that has almost no health but comes in swarms like zerglings and banelings and some explode
3) a worker that terraforms the land hence the need for terrafroming tech (I hope this is added).

This event mech would rapidly spawn all 3 of these until dead. the harder difficulty the more of them there are. could probably easily be dealt with with crowd control weapons since the spawns should have almsot no health but come in numbers.
So...Like a crashed ship part, BUT is a living moving mechanoid? also how would the terraforming one work?

It would be kinda like that ya except it would spawn tiny robots constantly. The workers would kind of act like resource gatheres for it yet they would hold no part in that and instead turn you nice grass tiles or whatever into desert tiles. It would bring the need for a well needed terraforming tech because dont you just hate those few pieces of marsh in the middle of your base?
Title: Re: More Mechanoids?
Post by: REMworlder on October 21, 2015, 01:35:05 PM
Quote
So a tiered system of mechanoids, say like ancient out of date ones up to something like glitterworld tech ones. I like that Idea

That's actually pretty cool, the idea of old stranded mechanoids roving around. Maybe they could even be hostile to newer mechanoids. They could bring some much-needed diversity and depth to mechanoids.
Title: Re: More Mechanoids?
Post by: Zeta Omega on October 21, 2015, 06:48:09 PM
Quote
So a tiered system of mechanoids, say like ancient out of date ones up to something like glitterworld tech ones. I like that Idea

That's actually pretty cool, the idea of old stranded mechanoids roving around. Maybe they could even be hostile to newer mechanoids. They could bring some much-needed diversity and depth to mechanoids.
Maybe some could have old rusted designs and already have damage to certain parts
Title: Re: More Mechanoids?
Post by: Zeta Omega on October 21, 2015, 06:50:08 PM
It would be kinda like that ya except it would spawn tiny robots constantly. The workers would kind of act like resource gatheres for it yet they would hold no part in that and instead turn you nice grass tiles or whatever into desert tiles. It would bring the need for a well needed terraforming tech because dont you just hate those few pieces of marsh in the middle of your base?
[/quote]
Hmm I get you, and yeah...mud in your base.....so annoying....need to add a remove mechanic for that....well I cant, I don't know anything about modding. maybe one of those floor mods can add it.
Title: Re: More Mechanoids?
Post by: quxzcover on October 21, 2015, 10:24:28 PM
I keep of thinking of daleks of off doctor who. or cyber men. I think it would be great to have helpful robots to quickly carry stuff around, heal people etc, like what animals can do just faster and instead of requiring food for upkeep require electricity. also having them be repaired by somebody good with that stuff instead of doctoring. This could add alot of variety, and could be tiered. Every tier would have there work bot and different tier's could have stuff like:
Cannon fodder: run up and take damage from bullets and melee.
Gun drone: Would be small and agile and hard to hit but could attack with a gun.
Repair drone: repairs your objects.
Carryer: when you lay down the blueprints for a building these drones will automatically carry supplies to it.
Just robots that take care of things for you and add another level of automation to the game if that's the path you want to go. im thinking something like what factorio has going for it with its drones. those are just friendly drones and i think it would be cool to have a robotic faction siege. in other words they would come in with swarms of drones and start constructing a building to create more. it would act alot like what my earlier post had except it would make drones. it would be interesting fighting something like that. it would every-once and a while send some attack and defence drones after you and might even try to steal your stuff to create more drones. it would use up all the good land around it turning it to desert or rock. Obviously to create more drones. i think it would balance out to something like a 1-5 ratio where it would take 5 drones to take down one colonist. im thinking as im typing this if i should make a new thread with a poll that goes into deeper details on this.


Title: Re: More Mechanoids?
Post by: Zeta Omega on October 22, 2015, 04:57:30 PM

[/quote] It would be Nice to have a type of Omni purpose mechanoid.
Title: Re: More Mechanoids?
Post by: Livingston I Presume on October 29, 2015, 05:51:11 PM
I like personally like the idea of an Overseer type Mechanoid, because in the way of combat the two extremes  are covered

- Fragile but agile sniper assault, Scyther

- No, I took damage yesterday.  Type tank steamroller , Centipede

Unless there were to be a suicide unit or something outside of normal combat doctrine (like the suicide idea) there's not much more combat stuff to add unless you wanted to add varitions of the existing units, or a more standard middle ground Grunt/GI type Mech. (though the idea of Pedes with mortars is scary)  But the Overseer fits the gap nicely.  It doesn't add a direct threat, but bolsters the current one.  And it helps to maintain the image that Mechanoids live in hives and enforces that whole bug thing they have going.  Because it adds the queen bee/ant aspect to their hive.

And they have the potential to look really scary.
Title: Re: More Mechanoids?
Post by: Zeta Omega on November 02, 2015, 08:09:51 PM
I like personally like the idea of an Overseer type Mechanoid, because in the way of combat the two extremes  are covered

- Fragile but agile sniper assault, Scyther

- No, I took damage yesterday.  Type tank steamroller , Centipede

Unless there were to be a suicide unit or something outside of normal combat doctrine (like the suicide idea) there's not much more combat stuff to add unless you wanted to add varitions of the existing units, or a more standard middle ground Grunt/GI type Mech. (though the idea of Pedes with mortars is scary)  But the Overseer fits the gap nicely.  It doesn't add a direct threat, but bolsters the current one.  And it helps to maintain the image that Mechanoids live in hives and enforces that whole bug thing they have going.  Because it adds the queen bee/ant aspect to their hive.

And they have the potential to look really scary.
Ive actually had a new idea recently, A nanite swarm which uses surrounding mechanoids/metal/etc to form a larger or more advanced mehanoid, like a boss
Title: Re: More Mechanoids?
Post by: Wex on November 02, 2015, 10:46:17 PM
Oooooooh! Self replicating nanobots. They find metal, they increase in number! With really tiny razors for cutting fleshy beings!
Title: Re: More Mechanoids?
Post by: Livingston I Presume on November 10, 2015, 05:09:48 PM
Oooooooh! Self replicating nanobots. They find metal, they increase in number! With really tiny razors for cutting fleshy beings!

Ahahaha hello Stargate.  This is good new Mechanoid type, I do really like the idea of it, as I said the 2 tactical extremes are already covered.  But this would add a unique enemy to the Mech faction that would increase the danger of the other Mechs. 

It would also be a lot of fun to see how long your defenses could hold against a large wave of these little guys.
Title: Re: More Mechanoids?
Post by: Wex on November 10, 2015, 09:05:02 PM
Oooooooh! Self replicating nanobots. They find metal, they increase in number! With really tiny razors for cutting fleshy beings!

Ahahaha hello Stargate.  This is good new Mechanoid type, I do really like the idea of it, as I said the 2 tactical extremes are already covered.  But this would add a unique enemy to the Mech faction that would increase the danger of the other Mechs. 

It would also be a lot of fun to see how long your defenses could hold against a large wave of these little guys.
They could cannibalize fallen Mechanoids, they could change turrets into more enemies, and if you build with metal...  :o
Title: Re: More Mechanoids?
Post by: Zeta Omega on November 24, 2015, 06:44:28 PM
The idea of a repairing mechanoid or salvaging one like nanites would be interesting, you would have to focus on them first so they don't strip/resurrect fallen allies
Title: Re: More Mechanoids?
Post by: Zeta Omega on January 30, 2016, 06:52:47 PM
HEY EVERYBODY! Its been a while I know but im back. So, what fascinating theories about mechanoids or designs have you come up with?