[GS] Giant Death Robot?

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Lily_Lancer

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What's the mechanism of it. It seems that its upgrade can be unlocked by tech, does it mean that itself does not gain experience from combat?

Also, it cannot form corps or armies?

Another thing is that the base cost is 1,500, but in the livestream it actually costs 503. I guess It shall cost 1,005 on that quick speed, but there's a modifier make the cost of all military units halved. What is it?
 
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They mentioned strong/"finisher" wildcards in the future civics tree - something like "100% to all military unit production" could easily be one.
 
I'm surprised that you care. GDRs come long after turn 176 and I thought it was hard to not finish games before that marker.

Either case, GDRs come with "upgrades" which are installed as they level up and are unlocked in the tech tree. No corps or Armies and thank goodness because they sound OP as is. No clue how upgrading it works exactly, but it sounds like a hassle.
 
I'm surprised that you care. GDRs come long after turn 176 and I thought it was hard to not finish games before that marker.

Either case, GDRs come with "upgrades" which are installed as they level up and are unlocked in the tech tree. No corps or Armies and thank goodness because they sound OP as is. No clue how upgrading it works exactly, but it sounds like a hassle.

What? I guess an appropriate time for a human player to build it may be T160~170 (It needs uranium and robotics, but it does not need you to stack 20 uranium before building/purchasing it), it is long before turn 176 if on standard speed. In T176 maybe GDRs have already taken more than a dozen cities!
 
... o_O
 
The GDR jump is a nice feature, but it looked very unrealistic in the video. They should ad a jet pack to the GDR make it look "more realistic" and perhaps ad a cost of uranium every time you use the ability. Same goes for the particle beam which is supposed to neutralize cities. It should also be requiring a bunch of uranium so you can´t use it every turn for infinity. Perhaps the normal ranged attack could be a separate attack that would not require any resources and be mostly used against units but won´t kill cities in a strike or two.

Also I would ad some graphics for units entering tunnels at least when you move units along rails. Convert them into trains and it will look much better like they did in Test of time. The instant teleportation is breaking the immersion. I would also prefer if they disable the tunnel teleportation for the GDR and just let them rely on the jump jet pack thing. They are to big!

I would also ad a tech for boasting GDR melee combat against other GDR. Think big robots battling out with big energized swords. Awesome! Also I cool game feature. So you got the tech to kill my cities! I got the melee tech to kill your GDRs! So now you will need more GDRs than I to first take out my defense, before you get near my cities. The melee sword thing would not increase the GDR strength against other units. They are to small and to many for using the sword..
 
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Another GDR tech could be an energy shield tech that would protect them and the units, cities, districts and improvements in the tiles around them from nuclear strikes. But after the shield have taken a nuclear hit or two it would be empty and you would be required to spend an action/turn energizing it with uranium roughly costing as much as a nuclear strike or two if it can withstand two hits.

The shield could also prevent a little against normal ranged strikes much like a city wall takes damage from archers but it should let like half or two thirds the ranged damage through. This would also deplete the shield slowly. And it would ofc not protect the GDR or units in the tiles around it from any melee attacks. Think how tanks and infantry first go through to shield to attack inside it. There could even be an animation showing how units enter or leave the shield while moving to or attacking the tile next to the GDR.
 
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Okay.

What I want now is a future-tech AT upgrade. A cyber-warfare unit that causes modern cavalry units and GDRs to loose 50% of their attack value (75% in the case of the GDR) by hacking their operating system as part of the attack.
And/or a future-tech MG upgrade with a range 2 attack and 7-tile-AOE (a regional EMP so to say) that causes all cavalry units and GDRs in range to loose all but 2 of their movement points (and the jump ability in case of the GDR) next turn.
Or any combination of both in a single unit. I am not picky.

With great power comes great ... need for powerful counters.
 
I don't think the GDR should be able to use Tunnels, it'll make their "Mountain Jump" upgrade all the more valuable.
 
What? I guess an appropriate time for a human player to build it may be T160~170 (It needs uranium and robotics, but it does not need you to stack 20 uranium before building/purchasing it), it is long before turn 176 if on standard speed. In T176 maybe GDRs have already taken more than a dozen cities!


lol :goodjob:

I don't know what I'd be doing around turn 176, maybe establishing a trade route from my mars colony back to my capital? ;) (or maybe just entering or in the middle of medieval, or in renaissance? :D)

Another GDR tech could be an energy shield tech that would protect them and the units, cities, districts and improvements in the tiles around them from nuclear strikes. But after the shield have taken a nuclear hit or two it would be empty and you would be required to spend an action/turn energizing it with uranium roughly costing as much as a nuclear strike or two if it can withstand two hits.

The shield could also prevent a little against normal ranged strikes much like a city wall takes damage from archers but it should let like half or two thirds the ranged damage through. This would also deplete the shield slowly. And it would ofc not protect the GDR or units in the tiles around it from any melee attacks. Think how tanks and infantry first go through to shield to attack inside it. There could even be an animation showing how units enter or leave the shield while moving to or attacking the tile next to the GDR.

Hmm seems like good stuff for a beyond earth sequel :)
 
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I don't know what I'd be doing around turn 176, maybe establishing a trade route from my mars colony back to my capital? ;) (or maybe just entering or in the middle of medieval, or in renaissance? :D)
The last time i reached turn 176 i just finished researching my first tech, Astrology, in Ancient era, with ridiculous tech/civic cost modifier :D .
 
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