[RAAAGE]READ THIS FIRST. I DONT GIVE A SHIT ABOUT THE PEOPLE THAT THINK THERE SHOULDN'T BE ANY COMM POWERS. FLAME SOMEWHERE ELSE. I JUST WANT PEOPLE TO DREAM UP COMM POWERS EITHER SERIOUS OR LULZ.[/RAAAGE] Alright. AFTER that rage, let me make this clear. If you have an idea for a commander power, post it's details here. If you DONT WANT COMMANDER POWERS dont post that here. PLEASE JUST STFU. Comm power: Supply drop Spawns a ammo / health crate somewhere. Jeep drop parachutes a jeep down at a specified point. I got school now so laters. And DONT BITCH ABOUT PEOPLE's SUGGESTIONS!
that drops easter eggs of DEATH. DEATH YOU HEAR ME. But more seriously, something that CAN be used? come on people? And try not to rip off battlefield TOO much :S
-Decrease Stamina drain when running -Health Regeneration -Accuracy Just some general skills where it won't offbalance a team. Heath being defense, Accuracy being offense, and Stamina for reconnaissance.
Here are a quick few 1. Instant Res (gives X amount of res to the team) 2. Instant Tickets (gives X amount of tickets to the team) 3. Emergency Teleport (Instantly teleports team to CV, can only be used when CV is under attack) 4. Remote Spawn (drops a temporary spawn point on the map, can only be used within comm's line of sight) 5. Massive Arty Strike (like SL arty strike, but bigger) 6. Remote Supply Drop (drops health/ammo box) 7. Scan (Reveals enemy units/buildings in selected area, cannot be used in conjunction with other skills such as remote spawn or massive arty strike)
1. EMP cannon, stalls enemy vehicles and disables turrets in affected radius 2. Ezekiel Satellite uplink (increases all infantry accuracy) 3. Scatter wave (temporarily unhidden enemy scouts and hidden players if using squad hide) 4. Emperor's Favor (make one unit or vehicle temporarily invulnerable) 5. Fervor (temporarily massively boosts damage of all weapons of infantry and tanks in area of effect) decreases resistance to damage and affect of armor while in effect. 6. Helping Hand (resupplies and heals all players on a team with cool down) 7. Gentle Breeze (increases engine cool down effects) 8. Economies of Scale (reduces tank construction costs for a short period of time) 9. Epiphany (enhances all improvement skills eg damage upgrade, rep upgrade, health, upgrade, cool down etc while in effect) - or allows one free instant technology research 10. Alcoholic Anomaly (toggles drugs on enemy team for limited time) 11. War rations (increases construction cost of enemy tanks) 12. Wall of Fire (creates a burning wall that prevents infantry from passing marked territory) 13. Caped Crusader (makes your tanks look like the enemies for the lols) 14. Scorching Sun (reduces stamina of enemy infantry) 15. Crack the whip (grants all infantry speed upgrade.) 16. Faulty plumbing (redirects enemy resources to your team) 17. Napalm Strike (self explanatory) 18. Porn party. (srays pornography all over the map to distract or entertain both teams) 19. Tetris Terror (allows commander to drop tetris blocks in the game in a tetris match versus the enemy commander) 20. Grave digger (slays enemy team) 21. Worthless Walls (destroys all walls created by enemy team) 22. Troublesome turrets (turns opponents turrets against them for a limited time) 23. Magical Mines (allows commander to drop minefields on the battlescape) 24. Discipline (temporarily enables team killing) 25. Mr. Plow (makes it easier to flip enemy tanks) 26. Blind Leading the Blind (Disables enemy commander's overhead view) 27. Eagle Eye (removes commander fog of war for a limited time) 28. Paper Pusher (Builds x free paper tanks, where x is a random number between 3 and 6) 29. Locksmith (opens the Brenodi gate on snowbound) 30. Gas Garrison (covers an area in toxic gas to deny enemy infantry access for a limited time) 31. Pony Express (vehicle speed upgrade granted to all vehicles)
Maybe no real commander powers. This should be allways available: - Change class and skills of teammates immediatelly to something usefull. - Push or throw teammates to desired location (like in Black&White)
small reinforcement injection (cost 500 res): the 4 longest dead players spawn on a comm chosen location within radar, portable vehicle radar or portable unit camera range if not enough players are dead at that time, tickets are added for the spots not taken medium reinforcement injection (cost 1000 res): 8 players, same as before large reinforcement injection (cost 2000 res): 10 players +1 standard armor/engine/mgun advanced deployment apc armored reinforcement injection (cost 2000 res): 4 players + 2 medium tank same as before Iron Curtain effect for NF (cost 20 tickets) makes all buildings and armor within the selected radar/portable radar/camera invulnerable vehicles can not cool down while iron curtain is in effect, due to closedof ventilations, buildings shut down while under Iron Curtain effect Chronosphere effect for be (cost 20 tickets) makes a max of ether 5 vehicles or 5 squads or a blend of both cronophase to another location selected by the commander (within radar or portable radar/camera range) instantly Cronowaves tend to overheat the selected units on phase shift, and deal 50% heat damage on every exposed infantry unit (anyone not in a vehicle) (both must be applied within radar or portable radar/camera range!!!!)
Build a teleport relay building. Load infantry in there. Teleport them to any location within radar range. Counter to this would be a teleport blocker turret. Teleport building looks like the transporter room in Star Trek. Build static artillery. Blast shit off the map, with decreasing accuracy with increasing range. Ammo for it is built by engineers, or costs resource. Small, turret-like tower, is used to bring in airborne supplies, jeeps, infantry.
Tab "defensive" - Shield: place a sphere that blocks enemy bullets coming from outside only for 20 seconds - Minefield: drop 20 mines in the targetted area that are active for 30 seconds - Building camo: hide all our buildings (not turrets) from the enemy radar for 50 seconds Tab "offensive" - Artillery barrage: the commander can call an artillery barrage on a target that is marked by a scout binoc - Strike: the targetted building stops functioning for 1 minute (does not work on a barracks) - Sabotage: All scout binocs marked enemy turrets will fire on their own team for 15 seconds Tab "vehicles" - EMP bomb: disables enemy vehicles in it's radius - Armor upgrade: Gives all vehicles +15% armor for 20 seconds - Goliath: gives 1 friendly vehicle +100% armor for 20 seconds Tab "infantry" - Marksman: give all infantry +30% accuracy for 20 seconds - Cover: give all infantry +20% armor for 20 seconds - Ammo upgrade: give all infantry +20% damage for 20 seconds Tab "research" - All access: the commander can research 1 item indepent of what tree it is in or what has been researched previously - Hawkings3000: finish researching the current item immediately - Virus: pause enemy research for 50 seconds (get's undone by "Hawkings3000") - Dustbin: unresearch the enemies last researched item or if they are in the process of researching abort the current research Tab "intel" - Infantry spotted: show all infantry in the entire map for 20 seconds - Vehicle spotted: show all vehicles in the entire map for 20 seconds - Building spotted: show all buildings in the entire map for 20 seconds - Infantry stealth: hide our infantry in a certain area from the enemy radar for 20 seconds - Vehicle stealth: hide all our vehicles from the enemy radar for 20 seconds
IMO if they do add comm powers then they should need to be researched like make a clearance tab in the research tab and all your comm powers can be researched in there. As for my suggestions for powers Paralysis Satellite: RT - 30s RC - 200 res Makes infantry in given area paralyzed (still able to shoot just not move) for 15s (can be upgraded to 25s if PSMKII is researched) PSMKII: RT - 30s RC - 400 res requires Paralysis Sat Same as above except for 25s. Vehicle Production: RT - 45s RC - 400 res cuts vehicle costs by 10% for 30 seconds Vehicle Assembly: RT - 60s RC - 600 res requires Vehicle production cuts vehicle costs by 20% for 40 seconds Rocket Launch: RT - 30s RC - 400 res Launches 1 rocket at a given location. DMG: 1shots a light tank Travel time: 5 seconds Rocket Barrage: RT - 30s RC - 600 res requires Rocket launch Launches 3 rockets at a given location. DMG: same as above TT: 3 seconds
"3. Emergency Teleport (Instantly teleports team to CV, can only be used when CV is under attack)" Protoss Recall any one?
I think that comm should be able to upgrade the CV to have a wrecking ball. That way they could rush the enemy base and tear it down.