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IDProjectCategoryLast Update
0026647AI War 2Gameplay IdeaMay 12, 2022 4:52 pm
Reporterpmm5000_1 Assigned ToZeusAlmighty  
Severityfeature 
Status closedResolutionfixed 
Product Version4.000 Return From The Endless Beta 
Summary0026647: Ideas for Modules for Necromancer
DescriptionWell matching it up with the idea of a more Necromantic Necromancer. Here's a general theme for modules.

Well. There should be about 3 different types of modules: attack, defense, and utility. And in Necromancy terms that's death, resurrection, and curses.
NOTE: The Mark 7 stuff should probably be reserved only for Major Necropolises and Defensive ones. And the Phylactery of course.

Now I have NO idea how difficult these ideas will be to implement and accomplish but eh. Here we go.

In terms of Death, let's start off with the Catapult and Vastly Improved Lightning Spike.

Catapult is easy enough and all you should have to do is simply copy it's weapons and label it catapult.
1 point Mark 1 is Single Shot
2 points Mark 3 Is Spread Shot
3 Points Mark 5 is Trebuchet of Corpses (just a really powerful multi-target with a bonus against high-armored targets because Trebuchet)
5 Points Mark 7 is the Old Necromancer's Trebuchet of Death which has 2 types of attacks, one which causes an absurd amount of damage to large, high armored targets, and a spray shot which just punches holes in swarms.


Vastly Improved Lightning Spike has a dual purpose here. To add control to the lightning spike that currently exists and to turn a Necropolis or Necrofleet into something from Dr. Frankenstein's laboratory.
1 Point: Weak Lightning, 5000 range, 15 chain, and engine slow.
2 Point Mark 3: Lightning, 7000 range, 25 chain, engine slow, and Weapon jamming.
3 Point Mark 5: Strong Lightning, 9000 range, 35 chain, engines damaged, weapon jamming, and paralysis.
5 Point Mark 7: Death Lightning of the Undead, 12000 Range, 50 Chain, engines damaged, weapon jamming, paralysis. Zombification (there's this option to have Zombified ships follow the Necromancer and I kinda want to have used in single player).

Then the Death Lasers. Just straight up laser beams. Of death and....slight resurrection, Which is...probably really good against shields and lightly armored ships that are fast.
1 Point: 7000 Range, anti-speed
2 Point Mark 3: 9000 Range, 3 beams, anti-speed, anti-shields
3 Point Mark 5: Lightning, 11000 range, 5 beams, anti-speed, anti-shields
5 Point Mark 7: Lightning, 15000 Range, 9 beams, anti-speed, anti-shields, 4 of the beams do zombification

Let's see, what else could fit under death? Death Missiles. Of various sorts. There's this mod that let's you create these basically cross map missile launchers that I really enjoy. So in the same vain, let's death it up.

1 Point Mark 1: Cross planet, single missile, every 9 seconds, normal necromancy missile.
2 Point Mark 3: Cross Planet, 3 missiles, every 7 seconds, cluster necromancy missiles
3 Point Mark 5: Cross Planet 5 missiles, every 5 seconds, cluster paralyzing necromancy missiles
5 Point Mark 7: Cross Planet 9 Missiles, every 3 seconds, cluster paralyzing Zombification Missiles

Okay. That's 4 different types of weapons I guess. Now let's go onto Defense/Resurrection. Honestly, I'd probably put the totems here. Or something similar. Wards basically.

Let's start off with just basic troop spawn. I've never fought nor played as a necromancer that didn't make me NOT want to Instantly say screw this, let's just kill the necromancer and screw the rest of these guys. Especially ones in a grave yard. Yet that is the first and most frustrating line of defense for them.
1 Point Mark 1: Just steal the drones you get from the basic templar castle you first corrupt. I think it was 20 Skeleton Archers, 20 Warriors, 15 Rogues, and 10 Mages?
2 Point Mark 2: 1 Banshee, 1 Ikiryo, 3 Ghasts, 3 Specters, 3 Draugers
3 Points Mark 3: Wights this time, 5 of each type.
4 Points Mark 4: 5 Revenants
5 Points Mark 5: Mummies 3 of each type
7 Points Mark 7: Straight up 3 Bone Dragons

Standard Wards of the Necromancer Lazy Edition
1 Point Mark 1: 1 Protection, 1 Tachyon, 1 Life steal/healer
3 Point Mark 3: 3 Protection, 3 Tachyon, 3 Life steal/healer
5 Point Mark 5: 5 Protection, 5 Tachyon, 5 Life steal/healer
7 Points Mark 7: 7 Protection, 7 Tachyon, 7 Life steal/healer, 5 Treachery

Hacked Wards of the Necromancer (kinda ridiculous and requires hacks of some extreme sorts)
3 Points Mark 3: 5 Corrupted Vengeance Cubes of the Dark Zenith (attracts and reflects damage) (requires to hack a dark spire)
3 Points Mark 3: 5 Corrupted Spire Railguns (requires to hack....something)
5 Points Mark 5: 5 Corrupted Orbitals stolen from the AI.
7 Points Mark 7: 3 Corrupted Templar Fortresses

Utility or Curses
It would appear that I lose steam as I continue writing this, so this is probably going to be the least well thought out.

Built in Factories...I mean Graveyards. I mean they already have something in them that builds units already I think? Could be completely crazy and just imagined that they did. This just improves that possibly non-existent feature. I have no idea and I don't feel like checking.
1 Point Mark 1: 1 Factory
3 Points Mark 3: 3 Factories equivalent
5 Points Mark 5: 5 Factories equivalent
7 Points Mark 7: 7 Factories equivalent

Planet Wide Curses because screw anything that comes into a well prepared Necromancer's home and isn't Undead.
Minor Request: Could you actually include these literal names if you use these ideas along with the tooltips? It would work really great for lore purposes because I like to think a Necromancer can literally curse beings with their words.

1. Panic of the Necromancer: "Stay Away from me!" More commonly known as Gravity field (can be scaled up as weak, normal, and strong editions) (could also buff the Undead)
2. Worry of the Necromancer: "Stop Hitting me and Breaking my Stuff!" More commonly known as attack speed debuff (again weak, normal, and strong) (could also buff the Undead)
3. Bravery of the Necromancer: "BWAHAHAHA!! You can't break through these bones!" More commonly known as attack strength debuff (again weak, normal, and strong) (could also buff the Undead)
4. Taunt of the Necromancer: "BWAHAHA!!! You're as frail as me now!" More commonly known as health and shield debuff (again weak, normal, and strong) (could also buff the Undead)
5. Arrogance of the Necromancer: "Please. I'm the Strongest Necromancer in existence." Actually. Gives you points because it buffs the enemies.
6. Laziness of the Necromancer: "I resurrected you so I don't have to work. So do your jobs." Gives a healing attrition field (weak, normal, and strong)
7. Stink of the Necromancer: "Look. You'd smell too if you worked with corpses of the dead and spend time with them constantly." Gives an actual attrition field(weak, normal, and strong)

Oh. Just because this idea is rather amusing. Igor's attached to the walls of the Necropolis among other creations.
1 Point Mark 1: 1 Igor Beam (healing and rebuilding)
2 Points Mark 3: 3 Igor Beams, 1 Poor Banshee (for Anti-cloaking)
3 Points Mark 5: 5 Igor Beams, 3 Banshees, 1 Revenant attack (to add in a paralyze)
4 Points Mark 7: 7 Igor Beams, 5 Banshees, 3 Revenants, 1....Lich? There's not a good one. I don't even know what this would even do. But I do feel like there oughta be something...OH!!! AN EYE!!! EYE OF THE LICH!!! Which works like the Eyes that the AI uses.

I think...I think I'm done with ideas. Yep. Totally OP. But it'd be cool.
TagsNo tags attached.

Activities

ZeusAlmighty

Apr 5, 2022 3:00 pm

manager   ~0065785

Added modules to the Necropolis and the Flagships

Issue History

Date Modified Username Field Change
Mar 7, 2022 9:17 pm pmm5000_1 New Issue
Mar 7, 2022 9:19 pm Daniexpert Assigned To => ZeusAlmighty
Mar 7, 2022 9:19 pm Daniexpert Status new => assigned
Apr 5, 2022 3:00 pm ZeusAlmighty Status assigned => requires feedback
Apr 5, 2022 3:00 pm ZeusAlmighty Note Added: 0065785
May 12, 2022 4:52 pm ZeusAlmighty Status requires feedback => closed
May 12, 2022 4:52 pm ZeusAlmighty Resolution open => fixed