Post by Makajawan on Jul 1, 2008 15:01:19 GMT -5
I've been playing Days of Ruin quite a bit recently. Quite a few missions have been getting me stuck, and oftentimes it's because the enemy has some ultra-uber weapon that I can't defeat and just makes life difficult. So I thought to myself- what if I did a Marioverse version of the faction that possesses all these terribly annoying weapons.
And then I thought- if I were to do that, it would be best if I could manufacture fast hordes of machines to sell them- because that's what the faction does in the game. Unfortunately, the games rules prevent building such vast hordes starting this late in the game.
I thought about this for a bit, and I realized something. What if there was a whole new class designed to produce machines for other armies? A military contractor of sorts? The more I thought about it, the more I realized how effective this class would be. With the right limitations, this class could become quite powerful, but also within the bounds of other armies. My friends- I present to you the Contractor Class!
1. The Contractor Class consists of any amount (from 1 to 10) of representatives. These characters have the strength of one unit, and although they can be given upgraded, these upgrades will not even become close to that of a hero.
2. They may build as many factories as they like- however, they can only construct machines or base defenses. Each factory, by mandate, is a 50 day project. There is also a 15 day project for an extra workline, and only three worklines are allowed per factory.
3. Contractors have no troops whatsoever. The operation of every machine and defense is done automatically. To protect from enemy hacking, it is the contractor's responsibility to create anti-hacking software.
4. Contractors are not permitted any heroes or artifacts. They are only permitted representatives, machines, factories, and base defenses.
5. Contractors are permitted to sell machines and base defenses to any client they choose for any price they choose. These weapons cannot be duplicated by the client or anyone else.
6. Contractors can go to war just like any army. On the same line, they ally just like any other army. An allied contractor may still sell units to armies outside the alliance.
7. Contractors are permitted the same UWM rights as an army. Contractors have the option to sell this UWM at any time, and build another once it sold, but the client cannot end up with an UWM that puts them over the UWM limit.
Civilian Bonus- Contractors can gain an extra slot per factory, with a 15 day project for each one.
So, what do you guys think? It could be toned down to prevent machine overload, but the lack of troops and hero seem to justify its lack of a factory limit, as well as its being considered equal to an army. Note that factories take longer to build for contractors.
And then I thought- if I were to do that, it would be best if I could manufacture fast hordes of machines to sell them- because that's what the faction does in the game. Unfortunately, the games rules prevent building such vast hordes starting this late in the game.
I thought about this for a bit, and I realized something. What if there was a whole new class designed to produce machines for other armies? A military contractor of sorts? The more I thought about it, the more I realized how effective this class would be. With the right limitations, this class could become quite powerful, but also within the bounds of other armies. My friends- I present to you the Contractor Class!
1. The Contractor Class consists of any amount (from 1 to 10) of representatives. These characters have the strength of one unit, and although they can be given upgraded, these upgrades will not even become close to that of a hero.
2. They may build as many factories as they like- however, they can only construct machines or base defenses. Each factory, by mandate, is a 50 day project. There is also a 15 day project for an extra workline, and only three worklines are allowed per factory.
3. Contractors have no troops whatsoever. The operation of every machine and defense is done automatically. To protect from enemy hacking, it is the contractor's responsibility to create anti-hacking software.
4. Contractors are not permitted any heroes or artifacts. They are only permitted representatives, machines, factories, and base defenses.
5. Contractors are permitted to sell machines and base defenses to any client they choose for any price they choose. These weapons cannot be duplicated by the client or anyone else.
6. Contractors can go to war just like any army. On the same line, they ally just like any other army. An allied contractor may still sell units to armies outside the alliance.
7. Contractors are permitted the same UWM rights as an army. Contractors have the option to sell this UWM at any time, and build another once it sold, but the client cannot end up with an UWM that puts them over the UWM limit.
Civilian Bonus- Contractors can gain an extra slot per factory, with a 15 day project for each one.
So, what do you guys think? It could be toned down to prevent machine overload, but the lack of troops and hero seem to justify its lack of a factory limit, as well as its being considered equal to an army. Note that factories take longer to build for contractors.