New unit ideas!

If you have any suggestions or ideas about what you'd like to see in a future version of Lambda Wars, tell us about it here.
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Mr. Darkness
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Re: New unit ideas!

Postby Mr. Darkness » Tue Feb 10, 2025 9:00 pm

Either way, there's quite an amount of units (like Dog) in works that are for implementation, but stuff like rebel hacker and riot cop is something you wouldn't see in original HL2 :).

But I don't know, honestly. We do have flamer who neither was in hl2.
If that stuff was to be added, we would need to ballance everything out first and then look into adding new units. :)
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BlitherPaladin9
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Re: New unit ideas!

Postby BlitherPaladin9 » Mon Feb 16, 2025 4:40 pm

Mr. Darkness wrote:Either way, there's quite an amount of units (like Dog) in works that are for implementation, but stuff like rebel hacker and riot cop is something you wouldn't see in original HL2 :).

But I don't know, honestly. We do have flamer who neither was in hl2.
If that stuff was to be added, we would need to ballance everything out first and then look into adding new units. :)


Would be great, besides you need a bit of an imagionation anyway, Rebels flamers makes sence too. Only because we dident see them in the game doesent mean they dont exist at all. I am pretty Riot Cops were in the original concept of HL2 however, I also wasent the only one who made a post about riot cops. If you look down you will find another much older post about them.
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BlitherPaladin9
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Re: New unit ideas!

Postby BlitherPaladin9 » Tue Feb 17, 2025 7:29 pm

szalmazsak wrote:ideas are good, but doesnot make sense. And noone would use them.


Why not?
szalmazsak
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Re: New unit ideas!

Postby szalmazsak » Tue Feb 17, 2025 8:01 pm

because they would be useless
what do you do with riot combine? beat the citizens face?

omg , be realistic.
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BlitherPaladin9
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Re: New unit ideas!

Postby BlitherPaladin9 » Tue Feb 17, 2025 8:04 pm

szalmazsak wrote:because they would be useless
what do you do with riot combine? beat the citizens face?

omg , be realistic.

I dident think you read the post really well. Besides even charging someone will be easy for them as they cant be shotdown from the front
Handsome Jack
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Re: New unit ideas!

Postby Handsome Jack » Tue Feb 17, 2025 8:29 pm

If someone need to know my opinion here, so Riot Cop idea is not that bad --- good counter against early partisan rush.

Hacker --- seems useless a bit. Disabling building? For what? The only enemy "building" you need to disable is a floor turret, but it is can be not just disabled, but turned on your side by saboteur. So cost, build time, requierements not worth that purpose.

Sectorial Commander. Most useless thing I ever heard here, my congrat. Who needs a leadership for PISTOL cops??? Who is about to make a PISTOL cops as a backbone of assault team? Pff. If that unit could spread leadership on all infantry types of units --- its a different talk. Also, again, price is too big for .357 equipped guy with leadership aura and 250 hp.

I suggest the players to think more about challenging gameplay and think about balance of their ideas. Just imagine how it is going to work and is that worth it? Most of ideas are sounds good, interesting, but when the deal is about to apply it to gameplay process --- they are imbalanced or useless.
alexnakam
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Re: New unit ideas!

Postby alexnakam » Wed Feb 18, 2025 9:28 am

Man, seriously? Taking models from the half life leak?
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BlitherPaladin9
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Re: New unit ideas!

Postby BlitherPaladin9 » Wed Feb 18, 2025 10:33 am

alexnakam wrote:Man, seriously? Taking models from the half life leak?
if you have nothing to say about the topic do not say anything at all. Also we are not using those models they are just ideas and they were not from the leak.
ceu160193
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Re: New unit ideas!

Postby ceu160193 » Sat Mar 07, 2025 12:10 pm

Transport units:

- Combine APC. Has metal attribute (like Dog), allows 5 soldiers to be inside. Armed with rockets (range is half of RPG rebel) and turret (slightly longer than AR2 range). Vulnerable to rockets. Can run over infantry and hunters.

Requirements: APC upgrade in Armory, Garrison.

- Buggy. Can run over infantry units and hunters, has place for 5 rebel soldiers, which can fire their weapons while it moves.

Requirements: Junkjard and Buggy upgrade in Munition Depot.

APC has more health, but Buggy moves faster. At least 1 unit inside required for movement and shooting.
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toasty54
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Re: New unit ideas!

Postby toasty54 » Sat Apr 25, 2025 10:15 pm

The Hacker seems like The Saboteur with some slightly changed skills, there's no need to add him honestly. The Riot Metrocop seems like a good idea but some may disagree as it needs a counter-part, so here's my idea, we replace the Pistol CP with the SMG CP and the SMG CP with the Riot CP. I feel as this would work fine, so state your beliefs on this. As for the SeC, this would not work at all, you the player are pretty much the SeC, and a dude in MetroCop armor running around with a .357 somehow destroying D0G seems extremely unlikely, besides, that content is from a pack that the Devs didn't make.
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Ferrius
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Re: New unit ideas!

Postby Ferrius » Tue Aug 04, 2024 7:58 am

What if we add advisor?
He be able control and command units and give max unit limit when in beginig we have 20 unit limit. He will cost 100 req and energy.
He can annihilate 10 enemies with abbility which is recharge 1 minute and kill 1 enemy by blowing hes head but its take 3 sec so he need some cover and he can throw some map props, dead units or alive into enemy once.
And add big maps where will work script allowing use striders, gunships, dropship and portal which opening slow but when opened you can send all you untis trough thit portal by putting them in stronghold (citadeil which 2 times smaller and be combine base) or in special building for this and cost 1000 energy. And underground tonnels for rebels and scrap cars . Last thing - make able units spawning in squad where you can choose formation.

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