This is my idea for a builder whose main purpose is basing and armying, who improves with gold - he can do one without the other, but not off the bat, and it'll take patience for him to become useful. He has a base that can pack up and move on a moment's notice, but if penetrated will offer punishing amounts of feed to a cunning titan. If the builder chooses, he can bring his army out into the fray - after enough time has passed, of course.
So without further ado, the Alien Builder:
Story-
The Alien Builder is from beyond the stars - a haggler and dealer with creatures fierce and fearsome. Using his cunning and intellect, the Alien Builder has gathered a following of bizarre beings. Now he seeks to settle down on the Island and retire from a life of star-surfing, but before that can happen there are matters that need settling, and as any of his allies will tell you, the Alien is a master of settling matters.
Alien BuilderHP: 300 (Regeneration: 4 HP/s)
MP: 100 (Regeneration: 0.5 MP/s)
MS: The normal builder speed
Damage: 33-33, Very Fast
Type: Piercing
Range: 600
Inventory of 4
Armor: 0
Type: Medium
Harvesting Rate: The Alien Builder cannot harvest lumber but he harvests gold normally.
Abilities:
Slow Poison
Each attack the Alien lands on a Titan injects him with an unfortunate poison that reduces move speed by 20%.
Blink
The Alien slides into slipspace to move to another point in space instantaneously. Cost: 100 mana. Cooldown: 180 seconds. Cast Time: .25 seconds
Storage Capacity Generator: Every 10 minutes, the Alien builder is adjusted to provide 25 more food. So, when GP is 25 (theoretically) the Alien has 25 food, and when GP is 20 the Alien has 50 food - so on until GP is up and Alien has maximum food. As you will see later, this has long-reaching effects.
Alien Builder builds Undead style.
Buildings:
ObservatorySize: 2x2
Cost: 15 lumber
HP: 100
Armor: 5
Type: Medium
The observatory uses Alien technology to convert star energy into lumber mass. Produces 15 lumber per 45 seconds.
Abilities:
Self-Destruct - Activated The observatory begins shutting down as it generates a black hole designed to undo itself. Removes 5 HP per second for 20 seconds. Ability cannot be halted once it is begun. Cost to activate: 15 lumber
Research:
Advanced Conversion - Increases observatory production to 20 lumber per 45 seconds and increases self destruct cost to 30 lumber. Cost: 500 lumber
Advanced Conversion II - Increases observatory production to 25 lumber per 45 seconds and increases self-destruct cost to 50 lumber. Requires Pool Vat to be built to research. Cost: 500 lumber
A destroyed observatory provides 100 exp and 2 gold to titan.
Note: The problem with observatories is that, since they do not cost any food, they are easily spammable. As a correction for this, they provide a lot of feed, and their detonation is slow and expensive - plus, interrupting the detonation could provide titan with easy kills. Because Alien Builder's attack is piercing, it is also difficult to whittle the health down to something manageable. Naturally, they can still be stuffed into seeds - but certain other players may object to valuable seeds being taken up by non-worker shelters. It's a tender balance: some input would be nice!
WallSize: 2x2
Cost: 50 lumber
HP: 200
Armor: 5
Type: Fortified
Upgrades to Advanced Wall Cost: 250 lumber Requires: Pool Vat
Advanced Wall (Model: Larger Wall)
Size: 2x2
Cost: 250 lumber
HP: 450
Armor: 15
Type: Fortified
Upgrades to Cryo Wall Cost: 300 lumber Requires: Advanced Research Center
Cryo WallSize: 2x2
Cost: 300 lumber
HP: 550
Armor: 15
Type: Fortified
Abilities:
Applied Cryogenics – Passive Slows any Titan that attacks it’s movespeed by 15% and attack speed by 25%.
Pool VatSize: 4x4
Cost: 500 lumber
HP: 600
MP: 100 (Regeneration 1 MP/s)
Armor: 5
Type: Medium
Sells Turtle Scales for 300 Wood.
Can train units:
Space MarineModel: The Marine
Cost: 300 wood, 5 food
HP: 300
Damage: 20-20 Piercing
Range: 750
Move Speed: As fast as builder
Attack Speed: Very Fast
Armor: 2
Type: Medium
Can be loaded into bunkers to fire on enemies.
Description: A rough rider who has been across the galaxy, a sharp-shot if somewhat flimsy.
SquiggModel: Zergling
Cost: 120 wood, 4 food
HP: 150
Damage: 20-20 Normal
Move Speed: Speed Turtle
Attack Speed: As fast as Arachnid Towers
Armor: 0
Type: Medium
Abilities:
Thermal Vision – Activated The Squigg switches to a second set of eyes to see what is unseen. Grants Truesight. Duration: 20 seconds. Cooldown: 80 seconds. Must be researched.
Aerodynamically Designed – Passive The Squigg moves around with such grace and speed as to be a difficult target for any titan. Gives 20% evasion against all attacks. Must be researched.
Description: A genetically engineered beast for holding the front line. Very vicious.
WarmechModel: Siege Engine
Cost: 500 wood, 8 food
HP: 300
Damage: 50-50 Siege
Range: 900
Move Speed: Slightly slower than builder
Attack Speed: Fast
Armor: 5
Type: Heavy
Can be repaired.
Description: The best in alien engineering, capable of heavy damage from afar.
Abilities:
Bolter Rounds – Passive Battle Machine rounds embed themselves in a body on contact and explode, causing damage over time. 5 HP/s for 10 seconds. Must be researched.
Research:
Standard Issue All Space Marines are equipped with standard issue battle rifles and power armor, giving them +10 to damage and +3 to armor, and Armor is upgraded to medium. Cost: 5 gold, 500 lumber
Quality Issue All Space Marines are given even better equipment. Ups damage an additional +10 and armor by +2. Cost: 10 gold, 1000 lumber. Requirement: Standard Issue researched.
Mental Expansion The Alien learns to expand the power of his mind. Alien Builder gets 50 more MP. Cost: 500 lumber.
Rock Metabolism The Alien metabolizes energy into a rock-hard carapace. Alien Builder armor upgraded to Heavy, increased to 5. Cost: 10 gold, 750 lumber
Tough Squiggs Squiggs are genetically engineered to be slightly tougher. Squiggs get 50 more HP and +1 armor. Cost: 2 gold, 500 lumber
Tougher Squiggs Squiggs are given further genetic enhancements. Squiggs get 50 more HP and +1 armor. Cost: 5 gold, 800 lumber Requirement: Must have Tough Squiggs.
Medical Engineering The Alien gives all his soldiers medical enhancements. Space Marines and Squiggs get 25 more HP. Cost: 1000 lumber
Medical Engineering II The Alien further enhances medical science and boosts his soldiers. Space Marines and Squiggs get 25 more HP. Cost: 5 gold, 1000 lumber Requirement: Must have Medical Engineering.
Medical Engineering III The Alien gives his soldiers the best in medical enhancements. Space Marines and Squiggs get 25 more HP. Cost: 10 gold, 2000 lumber Requirement: Must have Medical Engineering II.
Bolter Bullets The Alien improves the type of bullet fired by the Warmech to explode on contact. Gives Battle Machines Bolter Rounds upgrade to do damage over time. Cost: 2000 lumber
Big Bolter Bullets The Alien gives Warmechs bigger bolter rounds. Warmechs get +15 damage. Cost: 10 gold, 2000 lumber Requirement: Must have Bolter Bullets.
Abilities –
Triage – Autocast/Active The Pool Vat restores 5 HP to a nearby friendly unit per 1 mana.
Bunker TowerModel: Bunker
Size: 4x4
Cost: 800 lumber
HP: 500
Armor: 15
Type: Fortified
Description: The Bunker is a well-armored tower with no attack of its own, however up to 4 Space Marines can garrison inside and shoot from within.
Abilities:
Scrap – Active The Bunker gets scrapped, returning 50% of spent resources. 20 second cast duration, cannot be cancelled, returns 400 lumber when cast and does 25 damage to itself per second.
Requirement: Needs Pool Vat to be constructed.
Note: The idea here is that if a builder dies, or you get pearled, an unprepared Alien base can pack up and move. The Army can walk, but you can salvage the resources from the bunkers at least.Advanced Research CenterModel: Nexus
Size: 3x3
Cost: 45 gold, 2000 lumber
HP: 1000
Armor: 5
Type: Fortified
Can train units:
LandshipModel: Any ship variation
Size: 2x2
Cost: 5 gold, 250 lumber, 10 food
HP: 950
MP: 150 (1 MP/s regeneration)
Move Speed: Hunter speed
Armor: 5
Type: Hero
Units can garrison inside. Any Space Marine garrisoned inside will be able to fire on enemies. Can hold 6 units.
Abilities:
Blink – Active The Landship activates a quantum slipspace drive to teleport a short distance. Cost: 100 mana Cooldown: 40 seconds
Anti-Titan Combat SquadModel: Space Orcs
Size: 2x2 each
Cost: 10 gold, 500 lumber, 15 food each
HP: 1000
MP: 625
Damage: 45-45 Chaos
Range: 400
Move Speed: Hunter speed
Attack Speed: Fast
Armor: 10
Type: Hero
Description: The ATCS are an elite fighting force designed to take down hunters with their advanced melta rays.
Note: It starts out with 4 in stock, so you can buy 4 ATCS at the time. Store cooldown is 1200 seconds.Abilities:
Blink – Active The trooper activates a personal warp device to teleport a short distance. Cost: 275 mana Cooldown: 60 seconds
Napalm – Passive The trooper’s melta rays have a lingering effect. Each attack leaves the titan with 30 damage/second for 5 seconds. Must be researched.
Research:
Imperial Issue – Space Marines become outfitted with the highest quality of weapon available. A further +15 to damage. Cost: 15 gold, 1000 lumber Requirement: Must have Quality Issue researched.
Diamond Metabolism – The Alien further increases his capacities through genetic modification. Gives Alien Builder an additional 5 armor and upgrades armor type to Fortified, also gives +100 HP. Cost: 20 gold, 2000 lumber Requirement: Must have Rock Metabolism researched.
Toughest Squiggs Squiggs are given further genetic enhancements, turning them into positively tough critters. Squiggs get 50 more HP and +2 armor. Cost: 10 gold, 1200 lumber Requirement: Must have Tougher Squiggs.
Squiggs No Longer Squiggs are finally altered into a new type of beast, the most impregnable of all Squiggdom – Squiggoths. Squiggoths are faster, have more armor, and a much more ferocious attack. Cost: 25 gold, 3000 lumber Requirement: Must have Toughest Squiggs.
Note: This changes all Squiggs past and future into Squiggoths, shown here:
Squiggoth
Model: Zergling tinted black
Slightly larger in size but still 1x1
Cost: Same as squigg. It’s a long road to research these things, and if titan lets his builders accumulate about 87 gold, well…
HP: 600
Damage: 33-33 Normal
Move Speed: Speed turtle
Attack Speed: Arachnid towers
Armor: 15
Type: Fortified
Abilities: Same as Squigg
Designed to be meatshields for an army-on-the-go, because standard Alien walls are sub-par.Dual Eyesets Squiggs are given Thermal Vision ability, letting them see invisible units for a short period of time. Cost: 5 gold, 700 lumber
Pneumaticized Carapace – Squiggs are redesigned to be more aerodynamic, giving them Aerodynamically Designed ability which lets them dodge attacks made against them. Cost: 15 gold, 1200 lumber
Ultraheavy Bolters – Warmechs are given the heaviest bolter rounds of all, decreasing attack speed to Medium but increasing attack damage by +35. Cost: 10 gold, 1500 lumber Requirement: Big Bolter Bullets must be researched.
Autoloader Chambers – Warmechs are again readjusted to fire the ultraheavy bolters at a more normalized rate of speed. Attack speed of Warmechs upgraded to Fast. Cost: 10 gold, 2000 lumber Requirement: Ultraheavy Bolters must be researched.
ATCS Overhaul – The ATCS is upgraded in every possible way. They gain a +5 to armor, increased movespeed by 20%, increased attack speed by 15%,a damage increase by +15, and 400 extra HP and MP. They also gain the Napalm upgrade. Cost: 45 gold, 2500 lumber.
Supermental Injections – The Alien undergoes a painful procedure to vastly increase his intelligence, resulting in a gestalt psychic field that enhances mana regeneration, movement speed, and attack speed of all nearby by 20%. Cost: 20 gold, 2000 lumber
Hell’s GripRequires: ARC to be built.
Energy SpireRequires: ARC to be built.
And that’s it. As you can see, he has some basic basing capacity: his bunkers serve as quasi-walls as well as Morphlingesque towers, and his walls aren’t that good. Ironically, he is safer out in the field, where his Squiggs can maneuver more easily. As he upgrades, because his gold costs are so steep, he must specialize his research. Any Alien who manages to upgrade his Marines, AND Squiggs, AND Warmechs all the way, and chooses to get his Hunters up and running, is going to be absurdly powerful. This is unlikely to ever happen, however, and if it does then he is about on par with his fellow Taurens and Satyrs anyway.
I hope such a builder would encourage army building strats as his base is really not wonderful, and he would be excellent at moving about and hunting Titans. I’m tempted to nerf his basing even more, to reduce similarities to Nature. Thoughts?