Into the Breach

Into the Breach

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Takken Mar 27, 2018 @ 9:29pm
DLC ideas reborn [New stuff]
This is a bit of a repost from a loooooooong time ago BUT wit hsome added stuff. Enjoy!!

Here's a few Ideas I had for a DLC expansion

New islands:

-----Drinkery island:

Has a mountainous terrain, many rivers, and the island produces an abundance of drinking alchohol(and an equivilant for robots)

The main CEO of the island is a german-dude named "Clause Van Stoff"who wears Lederhosen and is really laid-back with lines like "yeah you all go *BURP* get the vek"

---The new effects that the island would bring would be:

-intoxicated: This unit deals half damage(rounded down), and Vek will have a 50% chance to attack another vek

-Drunk gun: shoots a drink that's so concentrated it makes anything it hits intoxicated
upgrades: +1 push(one reactor), +1 damage(one reactor)

-Keg tiles: When broken, these giant kegs flood all nearby areas with so much alchohol that it acts as water(see: Alchoholakes)

-Alchoholakes: Acts just like water, but causes intoxication for any unit that ends it's turn here

---------Raw resources:
Has a flat terrain with a few lakes, no mountains, and this island's corporation harvests the raw materials and sells them to the other islands


Main CEO of this island is a robot named "Intermider" who has a striking, dirty design as well as he's missing an arm. His lines would be similar to "Salvaging Vek parts for cash would be a good investment" "Dispatching Salvage crew"

---new effects from this island would be:

-Sludge: grounded units that end their turn over this tile get movement halved(until death or repair)

-Oil: can be set on fire if attacked. Oil tiles will explode in 1 turn after being set on fire

-Bog: grounded units that end their turn on a Bog tile will have -2 move on the next turn

-Slick-tank: This unit can deploy a tank that fires Oil.
Upgrades: +1 tank health, +2 tiles oiled

----------New Mech Squads:

---Raining Arrows Squad:

-Archer mech:
Is an Ranged class mech
has the Crossbow weapon
Has 2 health
Has base move of 4

Crossbow: Shoots a volley of arrows(in Artillery fashion) that will deal 2 total damage over 2 volleys
(Volleys are shot once initially and deal the first set of damage on the turn they were shot THEN on the Vek's turn the second volley comes down, think like the environment hazards)

Upgrades(for weapon): +1 push(one reactor), +1 damage per volley (three reactors)



-Hunter mech:
Is grounded
Is a Prime class mech
has the Bola weapon
Has 3 health
Has base move of 3
Bola: Is a throwable, weapon that stops Vek from moving for one turn, deals 1 damage

Upgrades: +2 damage(3 reactors), +1 Vek root(three reactors)



- Gravaton mech
Is grounded
Is a Science class mech
has the G-Field weapon
Has 2 health
Has base move of 2
G-field: Shoots in an artillery fashion(can't fire adjaecent to the mech) and when it lands it deals 1 damage to 2 adjaecent tiles and pulls them towards eachother(think the shield mech from Zenith Squad's range)
When hitting one enemy with this field, the enemy will always be pulled towards where the shot hits the ground

Upgrades: +1 damage(2 reactors), +X pattern on tiles(2 reactors)

Squad Pros:
This squad can hold off enemies from hitting buildings and make sure to move them around a ton. The squad can also do some insane damage spread with some situations such as:

If a lot of enemies are bunched up and the Archer mech can kill one of them, the Gravaton mech can pull the enemies together to deal massive-widespread pull damage and the Bola mech can stall enemies for a good amount of time

Squad Cons:
The squad doesn't have any early push and pull besides the Gravaton mech, which means that if the squad doesn't keep enemies down early then they better be prepared to take losses later

The squad's lategame scaling is moderate because they have to rely on enemies being bunched up if they want to get perfect islands

Overall it'd be a fun and interesting Squad addition to the game

---Swampspawn Squad

-Swamper mech:
Prime class mech
Is grounded
Has the WaterWhip weapon
Has 3 starting health

WaterWhip: deal 2 damage to target tile and turn that tile into a Bog
upgrades: +1 damage(2 reactors), +1 bog tiles(one reactor)

-Cricket Mech:
Science class
has the S-wave weapon
is grounded but has a leap for movement(think the leaper enemies that are 1 health and grounded)
has 2 starting health

S-wave: fires a concentrated sound wave in a target direction. The first unit hit will be pushed
upgrades: +1push(1 reactor), +2 push(3 reactors)

-Harpoon Mech:
Brute class
has Harpoon weapon
is grounded
has 3 starting health

Harpoon: Fires a giant harpoon in a direction. The harpoon deals 1 damage and pulls the unit hit towards the weapon-user by 1 tile
upgrades: +2 damage(3 reactors), +2 pull(2 reactors)


Squad pros:
This squad is loaded on crowd control and ways to push/pull enemies as well as ways to slow enemies down.

If a lot of enemies are attempting to hurt different parts of the map, the Cricket and Harpoon mechs can both move a lot of those enemies safely while allowing the Swamper mech to become an amazing frontline and allow the Swamper mech to stop enemies dead in their tracks

Squd cons:
This squad's damage is lackluster and will only be good in the early/lategame. This leaves a risky midgame when attempting to farm for reactor cores if none/few spawn.


Welp, there's all of that. I hope you had some fun reading!!!

Have a nice day!!
Last edited by Takken; Mar 28, 2018 @ 7:14am
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Showing 1-2 of 2 comments
JokingJames2 Mar 27, 2018 @ 10:04pm 
These are pretty cool ideas, but I don't like the 50% miss chance on the "intoxicated" debuff. This game is at its best when there's as little randomness as possible. It would probably be better if it just halved all damage output (rounded down) and didn't include the movement speed slow, since that would make it like a counterpart to ACID. Or maybe intoxicated Vek would target other Vek on their next turn.
Takken Mar 28, 2018 @ 7:12am 
Originally posted by JokingJames2:
These are pretty cool ideas, but I don't like the 50% miss chance on the "intoxicated" debuff. This game is at its best when there's as little randomness as possible. It would probably be better if it just halved all damage output (rounded down) and didn't include the movement speed slow, since that would make it like a counterpart to ACID. Or maybe intoxicated Vek would target other Vek on their next turn.

Making some changes now. Yeah I shoulda changed the "intoxicated" debuff to not have a miss chance.

I'm thinking of changing it to "Intoxicated Vek have a 50% change to target another Vek" in addition to the damage decrease. Definitely removing the movement speed slow. Thank you for your input!!!
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Date Posted: Mar 27, 2018 @ 9:29pm
Posts: 2