Legion Brainstorming Thread - Blocks & Endgame Crisis

Rafs

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#1
Hi everyone!

Again, I’d like to give some suggestions on another corporation that has an amazing potential to be one of the funniest endgame corps of Terratech, probably the last one released due to its complexity.
I got a ton of unique and original suggestions this time, and I hope this gives a lot of inspiration for the devs. The main concept was extracted from here: https://terratechgame.com/blog_Designing_TerraTechs_Intergalactic_Corporations.htm
“Techno goths and internet creeps form a weird cult devoted to creating super intelligent AI. Their terrifying creation is a dreadlocked, baby faced, bionic tentacle nightmare with a sense of humour from the darkest corners of the internet. This dark creation is about as sinister and weird as it gets.”

Legion is a strange dark-future cult. Like Space Junkers they are more of a loose collection of people following the same movement and aesthetic rather than a corporation in the traditional sense. It originally formed as virtual vigilantes in the early years of the internet, but has now morphed into a subculture of its own that prizes the creation of the best AI above all else.
For Legion, the key strengths are its AI modules. It surpasses all others with its complex life-like creations. If you want the smartest fleet of minions around, this is the group to side with. The other aspect is the creepy design, lots of walker legs and flailing tentacles that are dragged behind, combined with the glowing red eyes. These guys make for a menacing looking group!
Insect-like parts, AI improvements, programmable blocks, drones of all kinds... this corporation represents automation, optimization, endgame complexity and high efficiency in processes, while not displacing other corps; instead upgrading them for teamwork.
Yeah, you are just giving your heavily weaponized techs a “brain”. What could go wrong?

Thread Structure:
  • Legion blocks per categories
  • Other corps derivations
  • Mission suggestions (fun endgame crisis)

(thread will be broken in replies, because of character limits)
 
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Rafs

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#2
Control Blocks


=> Legion Hive Master Cab – A cab that comes with a basic Mobile AI module, in case you want to switch techs on the go. Resembles the "spider head" in the concept art. When unattached, small insectoid legs will come from the bottom.

=> Legion Swarmer AI Module – An advanced AI module that comes with a radial menu for programming. Allows the management of an army of minions and worker techs, through individual role assignment. Resembles an Ant head but with a big red eye in the middle, that fires lasers.

First menu option is the Formation, where the tech will attempt to stay in relation to the master; secondly is Hierarchy, so that you can have clusters of minions not only around yourself but other AIs too, third is the desired Attack Range while in combat; fourth is Combat Behavior; fifth is Utility Range, sixth is Utility Behavior with checkbox options for multipurpose helper techs, and finally a basic/advanced AI switch.
The detailed commands are:
  • Formation
    • Go Ahead – Will attempt to always stay ahead of its master tech when moving.
    • Follow – Will attempt to follow its master tech, staying behind.
    • Stay – Will stay stationary until a threat appears, or between utility actions, always coming back to this position.
  • Hierarchy
    • Master – All commanders will report to it, or minions without a commander.
    • Commander – Will report to a master, keeping the formation around it.
      • Red, blue, green, yellow, white, black, orange, purple...
    • Minion – Will report to a commander of the same assigned color, keeping the formation around it.
      • Red, blue, green, yellow, white, black, orange, purple...
  • Attack Range
    • Melee – Will attempt to charge at enemies. Recommended for melee techs, or those with shotguns and other small weapons.
    • Gunner – Will attempt to stay at medium distance of enemies. Recommended for medium range guns and small cannons and missiles.
    • Artillery – Will attempt to keep a long distance of enemies. Recommended for techs with big cannons, lasers, railguns, and large missiles.
  • Combat Behavior
    • Offensive – Will fight enemies according to its settled combat range.
    • Defensive – Will attempt to stay near the master tech. Melee’s will charge at anything that comes too close, gunners will stay close and artillery will move farther behind if necessary.
    • Flee – Will always avoid enemy techs, only firing weapons in self-defense if cornered, and only coming back to formation when no danger is around the master or its initial “stay” position.
  • Utility Range
    • Intensive – Will only interact with resources and blocks nearby, not straying far from the master or initial “stay” position.
    • Extensive – Will interact with resources and blocks within a large area around the master or initial position.
  • Utility Behaviors (checkbox options)
    • Miner – Will approach any terrain objects in utility range and fire at them until they are destroyed.
    • Collector – Will approach resources on the floor, coming back to initial position/formation when full, and seeking resources again when emptied.
    • Magnet – Will move around seeking loose parts within utility range, coming back to initial position when in full capacity.
    • SCU – Will seek loose parts within utility range, approaching the first part it finds and waiting for it and any other parts in range to be collected; then moving on to other parts detected in utility range. Will also move on if more than 2 minutes waiting for SCU to take blocks (probably stuck).
  • Basic/Advanced AI Switch
    • A simple switch that can revert the AI to basic behavior (guard/follow etc).
 
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Rafs

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#3
Wheel Blocks


=> Legion Insectoid Leg (various shapes and sizes) – The standard Legion means of movement, not much of a needed suggestion since Legion will definitely get those.

=> Legion Hover Strider Leg (left/right) – A leg with a hover on its extremity, extending horizontally like a water strider bug leg. The legs move to get more impulse.

=> Legion Centipede Leg (left/right) – A special block projecting a set of small legs that can be mounted below or on the sides of a tech and has similar function of a track: not too fast but high carrying capacity and grip.

=> Legion Mecanum Wheel (various sizes) – I proposed those in my Reticule Research thread in “other corps section”, with venture having a fast mecanum wheel and geocorp a mecanum track. Here, mecanum wheels are more balanced and come in many sizes. They allow for easy movement and sharp turns.

---

Weapon Blocks

Ranged Weapons

=> Legion Electroburst Shotgun – A small 1x1x1 shotgun that releases bursts of electric charged particles, short range. Looks like a mix of a stun gun and ant mandibles.

=> Legion Dart Gun – A 2x1x1 rotating gun that fires small explosive darts, medium range, fast firing speed, low damage.

=> Legion Articulated Laser Gun – A 1x1x1 block that opens and projects an additional two blocks high tentacle with a ball that fires lasers, in any direction. Won’t open if there is no space above. The tentacle may retract one block down if there is another Articulated’ behind it when firing, or when it has only a one block high space to extend. Overall shape resembles a slug eye.

=> Legion Compound Laser Gun – A 2x1x1 block that must be placed on the front or sides of a tech wall, and will shoot widespread lasers in a large cone, like shotgun bullets. Looks like a cluster of red eyes, one next to the other. Fast firing and average damage, deadly on closer range.

=> Legion Stinger Laser Cannon – A 3x2x2 rotating turret that fires concentrated laser shots. Faster fire rate than the BF Class D laser, lower damage.

=> Legion SCORPION Missile Launcher – A 3x2x1 tall, curved and segmented block that looks like a mix between a scorpion tail and a Venture Avalanche Missile Launcher, and can be placed on top of a surface or behind, like a proper tail. It fires three small guided missiles on succession, and can rotate left/right/up/down a little using its segments.

Melee Weapons

=> Legion Tentacle Flail (average/large) – A tentacle that flails within a large arc, dealing damage to anything in its path. Requires a wide space on placement, so that it can move freely within it. The large tentacle has a lot of knockback.

=> Legion Gripping Claw – A 2x2x1 claw that closes and opens, dealing crushing damage on anything it grips.

=> Legion Robotic Arm Claw – A robotic arm with a claw, that can move by itself and will attempt to snatch enemies.

=> Legion Plasma Fang – A 1x1x1 block which is an orb mounted on a small support, freely rotating in all axis, and spewing a short lance of plasma. Moderate damage.

=> Legion E.Y.E. – Essentially a bigger version of the plasma fang, a 2x2x2 orb mounted on a support, resembling an eye, that fires a medium range lance of plasma in any direction. High damage.
 
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Rafs

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#4
Drone Summoning Weapons

These weapons are boxes you place on your tech, which will open and release drones who will fight enemies by themselves. Later I’ll show a command block to control their behavior.
Land drones will crawl like insects while air drones will fly with small rotors.
Drones, when destroyed, have a cooldown time for a new one to be summoned, which varies with the drone used. Enemy weapons will only fight summoned drones if they can’t fire at the source tech, which is always the priority.

=> Legion Explosive Drone (land/air) – 1x1x1 box for the land drone, 2x1x1 box for the air drone; they’ll simply charge at the enemy and explode on contact with a block, moving through shields. They are essentially a shield-piercing slower missile that can be downed point-defense style.

=> Legion Laser Turret Drone (land/air) – A small drone that will stay within range of the enemy, firing lasers at them. Again, 1x1x1 box for land drone, 2x1x1 box for air drone.

=> Legion Grenadier Drone – A 2x2x2 box that releases a medium sized land drone, with a grenade launcher attached. Megaton damage and blast radius, although high arc and slower projectile speed. Has a good amount of health too.

=> Legion Driller Drone – A 1x1x1 box that releases a small land drone that will attempt to latch on the enemy, doing melee damage to its blocks. Has low damage and health but can go through shields. Replenishes fast. With no enemies in range, it can target rocks and trees if programmed to do so.

---

Accessory Blocks


=> Legion Collector Drone – A 2x2x1 box that releases an utility drone which is a small thimble collector with rotors for flight; will attempt to collect nearby resources and deliver it to its master or any nearby receivers. It's thimble has lower resource priority than normal tech thimbles, transferring resources to them.

=> Legion Magnet Drone – A 2x2x2 box that releases a magnet carrying land drone, who will crawl around collecting loose blocks and delivering it to its master or any nearby tech mounted magnets and SCU collectors.

=> Legion Drone Weapons Controller – A controller that works only on drone summoning weapons and utility blocks. Do note that utility drones (non-repair and non-shield) always withdraw in combat. The controller displays a radial menu with these commands:
  • Deployment
    • Always Deployed – drones are always deployed, walking and flying around. Shield drones always deployed result in more energy drained over time.
    • Responsive – drones are only deployed when there is combat or utility actions to fulfill (like repairing a block, mining a rock, SCU’ing a block, etc).
  • Combat
    • Offensive – Drones will chase enemies and fight according to their weapon functions.
    • Defensive – Drones will only fight enemies that come close, according to their functions.
  • Utility
    • Active – Drones will automatically act and mine terrain objects detected around, collectors collect them and magnets will interact with loose blocks.
    • Reactive – Drones only act when a similar action is being conducted by the tech itself, like mining only when the tech is firing at rocks and trees, collecting resources when the tech collects, etc.
 
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Rafs

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#5
=> Legion Friendly AI Tech Controller - A block that displays a radial menu with various options to program your friendly AI techs behavior. The Legion Swarmer AI Module however comes with that function if you want to program AI techs individually, overriding the effects of the Controller on them. A cheaper option if you can’t have an advanced module in every AI tech around.

=> Legion AI Hive Antennae – A block that amplifies the range of action of weapon and utility drone summoning blocks.

=> Legion Spy Drone – A 2x1x1 box that works as a radar when closed. When pressing a special key, it will open and release a flying drone which you will control immediately, with a built-in radar, so you can fly freely and spy around. Enemies have much reduced aggro range towards it. It has a flight time limit. When the time runs out or “ESC” is pressed, control will return to the main tech while the bot makes its way back, and once returned will go on cooldown time before being able to be used again. The drone will blow up if it gets stuck returning for too long, and cooldown time will start.

=> Legion Nanite Explosive Bolt – A 1x1x1 bolt block that detonates, giving nanite reinforcement effect (explained below) for 5 seconds on affected blocks in an average radius. Can also be used on an emergency or right before a battle.

---

Energy Blocks


=> Legion Repair Beam – A 2x2x1 block that releases fast repair beams on damaged blocks, one at a time, within a range larger than a GC Repair block. The beam is green colored, wireless charge-beam like. Has similar attachment of a BF Large Adjustment Thruster, for easy stacking. Only drains energy when repairing blocks.

=> Legion Nanite Reinforcement System (small/medium/large) – A block that works in a way that resembles an antigravity engine, but in this case it increases block health and gives it automatic repair. The larger the nanite system block (1x1x1, 2x2x1 and 2x2x2) the bigger the radius, also bigger efficiency (more health and repair) but increased power drain. Blocks shine dark blue.

=> Legion Wireless Charger Tower – A 3x1x1 block that has a range between GSO and GC chargers, average rate of recharging, and will generate as many beams as there are depleted batteries in range.
 
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Rafs

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#6
=> Legion Shield Drone – A 2x1x1 block that drains energy once and releases a flying drone, who will project a faceted shield bubble around it, venture sized. The drone has an in-built battery and will come back to recharge from time to time or after taking too many hits. Will attempt to stay between the tech and its enemy.

=> Legion Repair Drone – A 2x1x1 block that drains energy once and releases a flying drone, who can shoot repair beams on nearby damaged blocks on friendly techs, like wireless charger beams. Comes with a built-in battery and will come back to recharge when depleted.

=> Legion Wireless Charger Drone – A 2x1x1 block that drains energy once and releases a flying drone, which comes with a built-in battery and wireless charger, and will seek unpowered batteries around. Has GSO-like charge rate. When depleted, will come back to recharge. Won’t recharge other summoned drones, but can be recharged by wireless chargers.

=> Legion Capacitor Cell – A 1x1x1 supercapacitor block that works like a GSO battery (1500 units), non-explosive. Resembles an ant abdomen, bulb-like, and has only one attachment point at the bottom.

=> Legion Capacitor Longcell – A 2x1x1 supercapacitor block that has slightly lower capacity than a hawkeye battery (3200 units), non-explosive. Resembles an elongated and segmented grasshopper abdomen, and has one attachment point at the bottom.

=> Legion Capacitor Supercell – A 2x2x2 supercapacitor block that has slightly lower capacity than a GC Battery Pack (13.000 units), non-explosive. Resembles a big spider abdomen, and has four attachment points at the bottom.

---

Manufactory Blocks


=> Legion SCU Drone – A 2x2x2 block that releases a walking SCU drone, which will target loose blocks around to SCU.

=> Legion Manufactory Arm – Tall 3x1x1 block, a programmable arm that can be anchored independently or have its base attached to other blocks, has an action range of 2 blocks in all directions. It can be programmed to transfer resources from certain manufactory blocks to other blocks via menu:
  • Input (priority checkboxes - from 0 [never] to 6 [highest])
    • Red Output Spaces
    • Conveyors
    • Silos
    • Receivers
    • Collectors
    • Floor
  • Output (priority checkboxes - from 0 to 6)
    • Green Input Spaces
    • Conveyors
    • Silos
    • Receivers
    • Collectors
    • Floor
  • Resource Type
    • Opens a filter-like radial menu.
 

Rafs

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#7
Other Corps Derivations


Other corps designs of robotic legs, robotic arms with weapons, and other stuff.
The robotic arms will only extend to it’s full length while in combat or when activated, thus not messing with balance while in regular movement. The BF arm for example fully retracts.

GSO Robo Legs – Basic robotic legs, a little retro looking, simple design.
GSO Robo Ray Gun – Small 2x1x1 block, a COIL laser gun mounted on a simple robotic arm.
GSO Robo Cannon – 3x2x2 block, a cannon mounted on a robotic arm. Damage and blast radius between a 3-pound and a megaton cannon, making up for its flexibility in hitting enemies and shooting around corners and over other weapons.

Geocorp Carrier Leg (left/right) – Large and horizontally extended robot legs, walks like a spider and has lots of grip and strength. Pressing a special key will have it activate suction cups that will make it move slower but never loose grip on any terrain, even on a steep hill.
Geocorp Robotic Drill – A drill mounted on a large, smart robotic arm. When activated, it will extend and attempt to drill any resources in range, or enemies. Placement requires a lot of space though, which geocorp techs usually have.
Geocorp Robotic Plasma – Same as the drill, but with a plasma torch instead. Top Geocorp technology, very expensive and spacious, but very versatile.
Geocorp GeoSurvey Bot – A 2x2x2 block with a built-in resource radar and regular radar. When activated, releases a medium-sized robot that works similarly to the spy drone, but moves on tracks, average speed and extended autonomy time, capable of climbing steep surfaces, useful for exploring resources on rugged terrain. Enemies very unlikely to notice it.

Venture JAGUAR Leg (left/right) – The fastest legs available, very light. Pressing "up" will have it do a long arced leap forward. Also has a good suspension to handle rough landings.
Venture Springer Leg - A leg that isn't as fast as the JAGUAR, but when pressing "up" button, does a big jump upwards, and has amazing suspension.
Venture Fast Fire Rifle Arm – A 3x2x1 block containing a rifle mounted on a robotic arm. Fast turning and flexible, medium range, not too powerful but will hardly ever miss the enemy.

Hawkeye Walker Leg – Large vertically extended legs, Starwars AT-AT like, not too fast but very sturdy and strong.
Hawkeye Machine Gun Arm – A large robotic arm with a machine gun attached. Heavy, sturdy, expensive, deadly looking, and flexible enough to target anything anywhere, far or close.
Hawkeye Cam Bot – A 2x2x1 block with a built-in radar. Works similar to the legion spy drone, but on land, and has extended running time and fast speed. The released bot resembles a tiny car with a camera on it.

Better Future Powered Leg – A leg with a propulsion thruster on its “feet”, Ironman like.
Better Future Laser Arm – A 3x1x1 seamless block that opens revealing a laser mounted on a robotic arm. Long and flexible, hardly blocked by other weapons or corners.
Better Future Explosive Bolt – A 2x1x1 bolt block that detonates, granting 5 seconds of 75% antigrav to blocks in a large radius. Allows released techs to feather-fall while estabilizing themselves.

Junkers Junkyard Roamer Leg – A leg that is basicly a bigger, more powerful version of the GSO robo leg, rusty and retro looking, but not too fast. The "feet" is rather wide making it harder to loose equilibrium.
Junkers Caustic Tank Arm - A 3x2x2 block that is a big rusty tank filled with liquids, with a rustic robot arm above holding a pump gun. Very heavy, but can turn and target enemies around, launching a continuous stream of corrosive liquid in medium range, which does a lot of damage instantly and over time to affected blocks.
 
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Rafs

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#8
Legion Missions


Legion missions could be regular corp missions like other corps have, perhaps something slightly different but nothing too innovative.

However, with Legion I see a great story-telling potential for the campaign, at least a simple story, the final act with hard endgame events, and, why not, a final boss!
A great way to finish the campaign, requiring the player to use all resources gathered along the playthrough to fight a Rogue AI Crisis.

The Rogue AI Crisis

After finishing all other corps grades, you'll get contacted by the main group of Legion hackers who just noted your feats as a successful offworld prospector.
They tell you that a super AI core has been stolen by dissident hackers with shady purposes, and that they want your help to find it. You'll be asked to fight their drone techs to collect their data. At first, a simple type of mission.

When you reach grade 2, you discover the AI core had gone out of control, and Legion AI enemies start spawning all over the world, going rogue and fighting even normal spawned enemies.
All Corps NPCs reunite to tell you the corps have allied, and that you must help them fight the crisis.
You receive additional missions from the alliance of corps where you fight hordes of drones, in difficult battles. You also start receiving Legion Swarmer AI Modules in loot boxes, accompanied by valuable blocks of all corps, so that you can assemble your own tech army, which will be a lot of fun and will let the player explore the full extent of the Legion update to Terratech. These missions will also give you Legion XP.

When you get the final Legion grade (perhaps 3 or 4, idk) with all their blocks unlocked, you get the final mission of fighting the rogue AI core, a gargantuan tech (thought of something like a huge black pyramid, bulky like the R&D brick, full of weapons and many insectoid legs at the bottom) and its powerful AI army, with dozens of big and small techs.

When you destroy the AI core in an epic battle and defeat the crisis, you get a lot of money and many loot crates of all corps. This is the finishing act of campaign.
You can still keep doing Legion missions like destroying groups of dissident hackers though, and smaller gangs of rogue AIs.

---

That’s all! Hope you people enjoyed the suggestions, this list took a long time to be finished.

What are your Legion suggestions? Share in the comments!
Thanks!
 

eddie

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#11
How about some weapons of electronic warfare:

Radar jember - disable player's radar in its radius, shorten AI's detection range.
Blocksize 1x1x2

Guiding System Suppressor - beacon that emitting pulse that will shutdown guided weapon in its range, one pulse every two second, all beacon on a tech will only pulse at the same time.
Blocksize 2x2x2

FCS Suppressor - fires a dart that will attach to it's target, if more than three are on the target, all the weapon's targeting system malfunctions, thus the target needs to aim manually.
Blocksize 2x2x1

Trojan horse - a short distance beam weapon that don't do damage, but hacking enemy tech that been controlled by AI block, taking over the ownership, the hacking takes time, but having more turret hacking the same target will speed up this process.
Blocksize 2x2x1

Power Surge Missile - deal little damage to Standard Blocks, decent damage to driver's cab, weapons, wheels, flight blocks, factory blocks, and functional accessories, massive damage to AI blocks and power blocks.
Blocksize 3x1x1
 

Rafs

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#13
But even if you take out the allying idea, things will stay the same, with Legion asking you to defeat the AI hordes. Including the corps as allies was more like to give a sense of planetary emergency, grand finale, and providing you with more of their blocks along the way, so that you can have your own army made of blocks from all corps, in case you still miss some or don't have enough money.
I thought this was a better idea, just that, and you would still get Legion blocks and XP, as well as Legion blocks from the defeated hordes (who don't blow up like other corps enemies), even more from the final battle remains. And later you can keep doing their exclusive missions.
 

Sokolov

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#15
This ideas are superb! Literally no words to describe this.
The corps "Grand FInale" is very nice looking, yet it has to be worked on. All corps ally against one? Plausible, yet not that good.
We need a major storyline and mission updates, featuring both repetable missions(with types of length - small,medium and large) and MOAR storyline missions.
A nice addition would be some sort of events. For example: The area is due to be captured by HE. This leads to several ways of HE techs attacking you. Or probably GeoCorp collector missions, which will spawn harvesters along with their escort. They are not initally hostile to you, and will simply collect resources. But attack one of them - and you get all of them angry. Upon destructions of 80% of the techs, they will flee.
Bounty mechanics - a corp can set a bounty on you. This will make techs to come and try to kill you. However you can pay the bounty off.
Just some ideas, I 'm sure you got a lot more!
 

Soviet_Samuelson

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#18
Better Future Explosive Bolt – A 2x1x1 bolt block that detonates, granting 5 seconds of 75% antigrav to blocks in a large radius. Allows released techs to feather-fall while estabilizing themselves.
This gave me an idea

Reticule gyro occupancy doohicky
all gyros assigned to this block will only have an effect while their tech is occupied or not, is a selection.

This would be useful if you want to have gyro-using hovercraft separate from a tech that would rather not have gyros, or vice versa
 

stickman_king_28

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#19
W H O A! The army concept looks heckin' cool! I want to have dialogue with any corp enemies when the player meets them to be "Hey I'll fight for you yes i am cool and good". And maybe a plot twist where the enemy hackers are led by... BIG TONY? He wanted revenge SO BAD. If you look at the TT wikia, big tony's purpose was to implement "rival storyline." And there was also enemies called "return of big tony" and "Minion of big tony".
 

Epic afdc

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#20
I think the final mission bit is a really cool idea! And besides space junkers, the legion is my favourite planned Corp. I love the idea of robots that are so life-like that they might as well be alive! And the AI stuff this Corp has would be so awesome! (Mostly because the current AI is quite unintelligent)
I do have some ideas for this fun little Corp as well, so yeah...I’m gonna list those now
The legion web launcher: this block resembles a spider’s web spinning things on it’s rear end. And it shoots “web” at enemies. When it hits a wheel, the wheel is either slowed down or completely immobilized, this depends on the wheel. For example, if a high torque, powerful GEO wheel is hit, it is merely slowed down. But if a small GSO or smal Venture wheel is hit, the wheel is completely locked up, and is unable to move. If it hits a weapon the weapon’s rotation rate and fire rate slows to a crawl or gets completely locked up. This of course depends on the weapon, if it’s a rather small machine gun, say the ZK-47, it gets completely locked up, but if it’s a megaton cannon, it simply slows down. The slowing/ freezing effect lasts about 5 seconds. This block is (1x2x2) and meant to stick on vertical surfaces such as the side, front and back of a tech.
The Leigon “Bolter” rifle: this weapon is rather unique due to the fact it fires spikes instead of traditional bullets. These spikes stick to enemies and explode after a few seconds, dealing about as much damage as the pound cannon. This weapon fires relatively fast and it’s projectiles are slow moving and short range. And because they are so slow moving, the projectiles pass right through shields. This weapon is not mounted on a turret, but the barrel can move slightly so it could actually somewhat aim.
This block is about (3x1x1)
The Leigon “dragonfly” wings: these wings are rather special, since they act as a helicopter rotor, propeller and a wing all at the same time. They function exactly like a dragonfly’s wings, allowing the user to hover like a helicopter or fly like an airplane. These wings also come in small (2x1x1) medium (3x2x2) and large (6x4x4)
Leigon “arachnophobia” legs: these legs are simply robotic legs that can grab onto anything, and they are able to climb up vertical surfaces easily (If your tech isn’t super heavy that is)
Leigon “needler” machine gun: this gun is quite similar to the bolter rifle, but it fires much faster, is mounted on a turret and if far more compact. The bolts are also far less damaging.