Shromite harbour IMPLEMENTED
Posted: Mon Mar 16, 2020 4:06 pm
@DoomsdayDragonfire's idea, an fungus filled with gases (like zeppelin, that's kinda @General Brave's concept) with tentacles that hosts mushdreads - self guided "missiles" with vanishing that spawn shroomies on hit and are one shooted (as it would be a high flying unit, I see no problem with literally 1 hp), also can give toxin when hit enemy.
Shromite harbour:
Cost: 5 (in the air factory building, not build in tc)
Hp: 60
Power: 5 (physical, it has offensive capabilities similar to the tentacle abomination's less actions cause, as much as probably has more tentacles, it needs to reach longer - that's why less bonus to infantry too, but as it's air it can have a minor (it's not meant to be main fighter after all) bonus against air units too)
Range: 1
Actions: 2
Armors: 1/1/3
Speed: 4
Sight: 6
Bonuses: 25% against infantry, 50% against air
High flying
Launch mushdreads: summons them, range 3 (to give them some headstart), cooldown 5 (mushdreads will spawn a bunch of basic infantry after all)
Mushdreads:
Hp: 1
Power: 3 (chemical, toxin weapons)
Range: 1
Actions: 1
Speed and sight: 5
High flying
Vanishing: 4, spawns shroomies on hit
Shromite harbour:
Cost: 5 (in the air factory building, not build in tc)
Hp: 60
Power: 5 (physical, it has offensive capabilities similar to the tentacle abomination's less actions cause, as much as probably has more tentacles, it needs to reach longer - that's why less bonus to infantry too, but as it's air it can have a minor (it's not meant to be main fighter after all) bonus against air units too)
Range: 1
Actions: 2
Armors: 1/1/3
Speed: 4
Sight: 6
Bonuses: 25% against infantry, 50% against air
High flying
Launch mushdreads: summons them, range 3 (to give them some headstart), cooldown 5 (mushdreads will spawn a bunch of basic infantry after all)
Mushdreads:
Hp: 1
Power: 3 (chemical, toxin weapons)
Range: 1
Actions: 1
Speed and sight: 5
High flying
Vanishing: 4, spawns shroomies on hit