DefiantMars
King
I've been a bit perturbed, by the "holes" in affinity units and so I've been trying to come up with names and concepts for various affinity units. This thread is meant to propose and discuss potential names and bonuses for affinity explorers, names for hybrid units that did not get upgrades in Rising Tide, as well as some ideas for additional Unique Affinity Units.
Explorer Upgrades
The first one that I want to talk about are explorers. I thought it was a bit odd that Explorers did not advance in affinity. I've been intrigued with the proposition ever since I saw the suggestion. So here is my attempt at some names. I'm not really sold on any of them with the exception of the Errant, which I'm quite happy with. Not sure if they should have 1 or 2 upgrades. This would also allow specialized perks to be added to each.
Tier 1:
Explorer
6 Strength, 40 Production
Tier 2:
Evolved / True / Prime Explorer
12 Strength, 120 Production
Evolved Explorer (Harmony)
Tier 3:
Druid / Paragon / Pioneer / Savant / Missionary / Errant
22 Strength, 240 Production
Druid (Harmony)
Paragon (Harmony/Purity)
Savant (Purity/Supremacy)
Errant (Supremacy/Harmony)
As for the Hybrids, think that they should have their own suite of perks/methodology at least where the uniques and explorers are concerned. I have some ideas on what these stylings could look like, but I will discuss those in the sections dedicated to the individual Affinities.
Explorer Upgrades
The first one that I want to talk about are explorers. I thought it was a bit odd that Explorers did not advance in affinity. I've been intrigued with the proposition ever since I saw the suggestion. So here is my attempt at some names. I'm not really sold on any of them with the exception of the Errant, which I'm quite happy with. Not sure if they should have 1 or 2 upgrades. This would also allow specialized perks to be added to each.
Tier 1:
Explorer
6 Strength, 40 Production
Tier 2:
Evolved / True / Prime Explorer
12 Strength, 120 Production
Evolved Explorer (Harmony)
- Base abilities: Immune to Miasma
- Upgrade Options: Take less damage from leashing aliens OR +1 movement
- Base abilities: +20% Combat strength when Defending when fighting aliens
- Upgrade options: +20% Combat Strength when attacking aliens OR +5 HP healed per turn outside of friendly territory
- Base abilities: +1 module
- Upgrade options: +1 vision OR +1 module
Tier 3:
Druid / Paragon / Pioneer / Savant / Missionary / Errant
22 Strength, 240 Production
Druid (Harmony)
- Base abilities: Reveal Hidden Harmony Sites, +1 movement, +1 vision, +1 embarked movement
- Upgrade options: Heal +10 hp every turn from Miasma OR Ignore Zone of Control
Paragon (Harmony/Purity)
- Base abilities: Reveal "Hidden Ascendancy sites", +1 movement, +1 vision, +1 embarked movement
- Upgrade options: +10 hp heal every turn OR +30% Strength when outside your borders
- Base abilities: Reveal "Hidden Purity Sites", +1 movement, +1 vision, +1 embarked movement
- Upgrade options: Conduct expeditions 15% Faster OR ???
Savant (Purity/Supremacy)
- Base abilities: Reveal "Hidden Mastery Sites", +1 movement, +1 vision, +1 embarked movement
- Upgrade options: Detect invisible units OR This unit and all others in adjacent tiles heal 5 additional HP per turn
- Base abilities: Reveal "Hidden Supremacy Sites", +1 movement, +1 vision, +1 embarked movement
- Upgrade options: Detect invisible units OR -15% Combat strength to enemy units in visual range
Errant (Supremacy/Harmony)
- Base abilities: Reveal "Hidden Voracity sites", +1 movement, +1 vision, +1 embarked movement
- Upgrade options: ??? OR ???
As for the Hybrids, think that they should have their own suite of perks/methodology at least where the uniques and explorers are concerned. I have some ideas on what these stylings could look like, but I will discuss those in the sections dedicated to the individual Affinities.