[Hypothetical/Discussion] UED Faction
I've been meaning to post this for quite awhile. Some time back, I decided to draw up a theoretic tech tree for a hypothetical UED faction, on a whim. Sure, I know it'll never happen, but I liked the tree I came up with so much that I decided to roll with it.
I actually came up with a whole slew of units, but ultimately decided that they mirrored the usual Terran faction a little too closely. Well, that, and I can't be bothered to write up detailed stats and descriptions for 20 new units. I might post a few later if I feel like it.
Please comment, and tell me how much of an idiot I am for even posting this. :p
===
(click thumbnail for bigger picture)
http://i211.photobucket.com/albums/b...h_TechTree.gif
===
Overview
Force Multipliers
The UED Faction is based around force-multipliers: i.e., things which can increase the effectiveness of a small force to match that of a larger one (like Medics increasing the longevity of infantry under fire). Directorate units are typically highly specialized, and function at their best when deployed in combined-arms.
Rapid Deployment
Being a primarily Naval power, rapid deployment is necessary for the UED to quickly achieve dominance planet-side before the enemy can mobilize. Although their units are far more expensive, the Directorate's ability to field a large fighting force should not be underestimated, even by the Zerg. Literally tens billions of people live on Earth alone, and every citizen is required to serve at least a token amount of time in the employ of the military.
Logistics
Because much of the UED's advanced tech is incompatible with the local Koprulu machines, supplies for the Directorate's more sophisticated devices must be manufactured on-site. Functionally, this means that their units typically don't regenerate energy, and must be tended to by supply vehicles which ferry munitions from the manufacturing facilities at the field base to the front lines. Protection of these convoys is vital to victory.
===
BUILDINGS
Headquarters
Command Center equivalent
Chemical Plant
Refinery equivalent
Munitions Silo
Supply Depot equivalent. Generates supplies. Explodes spectacularly when destroyed.
Cryogenic Storage
Barracks equivalent. Uses "hiring" mechanics for units, like the Reapers used to. Can be deployed via drop pods.
Cryogenics Support
Academy equivalent.
Assembler
Factory equivalent. Can simultaneously build up to 5 units at a time.
Repair Bay
Machine Shop equivalent. Can rapidly repair ground vehicles (one at a time).
AutoGun Emplacement
Static defense structure. Can attack ground and air. Can be upgraded to "burrow" like the AG Traps that are encountered in installations.
Logistics Center
Engineering Bay/Armory equivalent.
MASER Sentry
Works like those targeting drones the Raven (then the Nighthawk) used to have, except its a building and doesn't have the permanent cloak. Can "burrow" like the AG Emplacement. Detector.
Dry Dock
Star Port equivalent. Can rapidly repair docked ships. Can not build and repair at the same time.
Aerospace Control
Control Tower equivalent.
Orbital Lift
Science Facility equivalent.
Star Base
Mobile Dry-Dock. Retains repair abilities/restrictions. Required to build top-tier aircraft.
Re: [Hypothetical/Discussion] UED Faction
Wow, this must have taken you alot of time :p i love how you have taken the time to completely do everything, and that you made the UED fleet oriented, like they are supposed to be. but they still fell to much like terrans, and could be even more different. Will you be making any unit suggestion ;D ?
Re: [Hypothetical/Discussion] UED Faction
Should we be expecting a roster of units to boot?
Re: [Hypothetical/Discussion] UED Faction
Yeah. Thinking of an entirely original idea is harder than it sounds; I really struggled to keep the UED different. They are, after all, human. And believe me, if I'd written as much as I wanted to, I'd probably have broken the forums.
Anyway, your wish is my command:
UED Harvester
UED Self-Replicating Resource Harvester
Life: 45
Armor: 0
Type: Light
Modifiers: Ground, Mechanical, Hover
Movement: Normal
Sight: 7
Sonic Lance
Targets: Ground
Damage: 5
Splash: No
Reload: 15
Max Range: 1
Min Range: N/A
Minerals: 50
Supply: 1
Trained At: Headquarters, Harvester
Prerequisites: Headquarters
Restock: 17
Description:
To expedite resource extraction, the Directorate deploys self-replicating Vonn Neumann drones to harvest resources within a preset area. Theoretically, if left unchecked, a team of these could overrun a small planet within a matter of months.
Upgrades:
Vehicle Armor
Researched At: Logistics Center
Effect: +1 Armor/Level
Abilities:
Replicate
Cost: 50 Minerals
Cooldown: 17
Auto Cast: No
Effect:
Harvester duplicates itself. Unable to move or perform other functions while replicating.
Build Basic Structure
Cost: Varies
Cooldown: Varies
Auto Cast: No
Effect:
Harvester builds selected basic structure.
Build Advanced Structure
Cost: Varies
Cooldown: Varies
Auto Cast: No
Effect:
Harvester builds selected advanced structure.
Re: [Hypothetical/Discussion] UED Faction
This is pretty cool. Those are some pretty neat ideas too, for how to diversify the UED from the other factions, gameplay wise.
I remember (I think Metzen) talking about how the UED would probably have something like "uber-tachyon lasers" or something to that effect, since they are supposed to be far beyond Koprulu Terran technology. that might be something to keep in mind, perhaps when you start thinking about their really high-tier units.
Re: [Hypothetical/Discussion] UED Faction
I had drawn up a UED faction a while back too; it was heavily based on the real-life US Navy (with Star Bases as aircraft carriers, heh).
Re: [Hypothetical/Discussion] UED Faction
One way to really make this faction stand out and be differentiated: Mostly or only hovering ground units.
Re: [Hypothetical/Discussion] UED Faction
I think the UED should have more robotics units, exspecially units that are considered expandable, since they treasure they solders alot more than the terrans, and the only infantry should be specialized(special forces), while the basic "cannon footer" one would be robotic, maybe some drones. I would replace the cryogenics storage with AI control and put the assembler a tier down, since it's strange that you have 2 different unit production buildings from the start. But that's just me :p
Re: [Hypothetical/Discussion] UED Faction
Quote:
Originally Posted by Kimera757
I had drawn up a UED faction a while back too; it was heavily based on the real-life US Navy (with Star Bases as aircraft carriers, heh).
Heh. Cool. Don't be afraid to one-up me with your own ideas. I'm serious; you probably have some good concepts in that head of yours.
Quote:
Originally Posted by Roobster
One way to really make this faction stand out and be differentiated: Mostly or only hovering ground units.
Quote:
Originally Posted by
Perfecttear
I think the UED should have more robotics units, exspecially units that are considered expandable, since they treasure they solders alot more than the terrans, and the only infantry should be specialized(special forces), while the basic "cannon footer" one would be robotic, maybe some drones. I would replace the cryogenics storage with AI control and put the assembler a tier down, since it's strange that you have 2 different unit production buildings from the start. But that's just me :p
To be honest, I sort of stole mr.peasant's old idea for a "split" tech tree. The first two, though concurrent, are inter-dependent; the idea is mostly to get the UED to air tech as fast as possible.
But, yeah. I'll keep the suggestion for robots and hover units in-mind. Was kinda considering a synergy between lots of hovercraft...and mine-fields (would make an APC make sense, anyway).
Regardless, here's two more units for your discerning pleasure:
===
UED Trooper
Directorate Anti-Materiel Infantryman
Life: 50
Armor: 0
Type: Light
Modifiers: Ground, Biological
Movement: Normal
Sight: 6
Rocket Launcher
Targets: Ground, Air
Damage:Ground: 5 + 10 vs Armored
Air: 5 + 10 vs Armored
Splash: No
Reload: 18
Max Range: 7
Min Range: N/A
Minerals: 75
Vespene: 25
Supply: 1
Trained At: Cryogenic Storage
Prerequisites: N/A
Restock: 26
Description:
A Directorate specialist who likes to blow things up; especially vehicles.
Upgrades:
Infantry Armor
Researched At: Logistics Center
Effect: +1 Armor/Level
Infantry Weapons
Researched At: Logistics Center
Effect: +2 Damage/Level
Tri-Shot
Researched At: Cryogenics Support
Effect: [See Below]
Abilities:
Tri-Shot
Cost: N/A
Cooldown: 54
Auto Cast: No
Targets: Any
Range: 7
Effect:
Trooper fires three rockets in rapid succession; firing cycle delayed for three times standard cooldown.
===
UED Commando
Elite Directorate Specialist
Life: 55 HP
Energy: 150 (200 w/upgrade)
Armor: 0
Type: Light
Modifiers: Ground, Biological
Movement: Normal
Sight: 8
Assault Shotgun
Targets: Ground
Damage: 10 + 10 vs Light
Splash:: Yes (Cone)
Reload: 20
Max Range: 3
Min Range: N/A
Minerals: 50
Vespene: 100
Supply: 2
Trained At: Cryogenic Storage
Prerequisites: Cryogenic Support
Restock: 40
Description:Advanced Directorate infantryman. Initially functions in a similar capacity as the Firebat in BroodWar, taking on a basic anti-swarm role, but eventually grows into a dedicated support caster as it is upgraded.
Upgrades:Infantry Armor
Researched At: Logistics Center
Effect: +1 Armor/Level
Ballistic Weapons
Researched At: Logistics Center
Effect: +1 Damage/Level
Tracer
Researched At: Cryogenics Support
Effect: [See Below]
Demolition Charge
Researched At: Cryogenics Support (requires Logistics Center)
Effect: [See Below]
Orbital Drop
Researched At: Cryogenics Support (requires Logistics Center, Orbital Lift)
Effect: [See Below]
Demolitionist Sachel
Researched At: Cryogenics Support (Requires Logistics Center)
Effect: Adds 50 units to the Commando's max energy.
Double-Action Shotgun
Researched At: Cryogenics Support (requires Logistics Center, Orbital Lift)
Effect: Attack is applied twice in a single firing cycle.
Abilities:Optical Flare
Cost: 50 Energy
Cooldown: N/A
Auto Cast: No
Targets: Any
Range: 6
Effect:Explodes in a bright flash over a 1-hex radius. Briefly reveals terrain (no detection), and blinds all units caught in the blast.
Tracer
Cost: 50 Energy
Cooldown: N/A
Auto Cast: No
Targets: Any
Range: 6
Effect:Targets singe unit; afflicted unit is always visible to tracer's owner, even when concealed or in the fog of war (basically a Parasite lite).
Demolition Charge
Cost: 100 Energy
Cooldown: N/A
Auto Cast: No
Targets: Buildings
Range: 0 (Melee)
Effect:Attaches explosive device to target structure. Explodes after brief delay, dealing 500 points of direct damage.
Orbital Drop
Cost: (Resources-Varies)
Cooldown: N/A
Auto Cast: No
Targets: Open Terrain
Range: 6
Effect:Instantly deploys infantry units on the battlefield; takes from availible stock at Cryogenic Storage.
Re: [Hypothetical/Discussion] UED Faction
Inspired by vIsitors design, i made my own version. :p
http://img16.imageshack.us/img16/5021/uedintro.jpg
Overview
The UED Faction is based around force-multipliers with high specialization on aerial support.
Directorate units are typically highly specialized, and function at their best when deployed in combined-arms. The UED relies on highly trained personel, and doesn't use conscript personel in their army, and is largely dependend on robotics units, due to the long and highly specialized training and effort to minimize human loses. Their basic combat units are robotics and are considered expandable, while the more specialized forces are provided by higly trained combat specialist and field officiers.
Mechanics
Rapid Deployment
Being a primarily Fleet power, rapid deployment is necessary for the UED to quickly achieve dominance planet-side before the enemy can mobilize. Although their more advanced units are far more expensive, the Directorate's ability to field a large fighting force should not be underestimated, even by the Zerg. They are able to send trops anywhere on the battlefield with the help of the Aerospace control center and Star Fortress.
Veterans of War
Even though almost half ot the UED Forcess are robotic, all of their highlly trained biologicall units posses the ability to advance their combat effectiveness and skill when deployed on the battlefield.
Advanced defences
The UED defenses are unique, in the way that you can upgrade them, to a more advanced version.
http://img8.imageshack.us/img8/6900/uedtechtree.jpg
Buildings
Supply Center/ Supply Dock
The Supply Center, provides the basic supply needed for the UED forces and is required to increase the number of troops avaible. Each Supply Center comes with one Supply Dock, and can be upgraded 3 times, to have a final number of 4 supply docks. Additional Supply Centers are required to build even more Supply Docks.
Chemical Plant
Refinery equivalent.
Fleet Command
Command Center equivalent
Assenbler
The basic production facility for all UED ground units, also unlocks the A.I. Defense Beacon building.
Logistics Center
Provides weapon and armor Upgrades for all UED forcess, also unlocks the Ion Cannon building.
Cryogenic Support
Unlocks all of the biologicall units ( some may require repair bay) in the Assembler building, and also unlocks the Dry dock buiding,(provides biologicall pilots) and includes most of the upgrades for all ground bilollogicall units.
A.I Controll
Unlocks some of the robotic units in the Assenbler . Also unlocks the A.I Guardian Beacon building and the A.I. Support Building.
Repair bay
Unlocks most of the mechanicall piloted/A.I vehicles in the Assenbler and also includes some upgrades for them. Also unlocks the Planetary Deffense Cannon building.
Ion Cannon/Planetary Deffense Cannon
The basic anti air defense buildings, also provides detection. The Ion Cannon can be upgraded to an Planetary deffense Cannon.
A.I Defense beacon/A.I Guardian Beacon
UED defense buidings. The beacon is a building that deploys defense drones, that fly around and seek enemies to engage, the number of the drones is increased automaticaly over time. If the beacon is destroyed, it also renders and destroys all of the drones under it's control.
Nano Core
Unlock the last of the Assemblers vehicle units, and provides upgrades for some units.
Dry dock
Producess the basic UED air units.Is also requred to unlock the star base.
A.I Support
Provides upgrades for some robotic units, and is also requred to unlock the star base.
Star base
A mobile flying building that producess a wide variety of air units, and is also cappable of transporting units.
Aerospace controll
Provides the Rapid Deployment cappability and also stores all of the upgrades for Air units.
Star Fortress
An upgraded version of of the Star base, with it's own defences (drones) and also unlocks the last unit in the UED arsennal.
http://img16.imageshack.us/img16/7719/uedfibal.jpg
Feel free to comment or to post any suggestions.
Re: [Hypothetical/Discussion] UED Faction
Heh. I knew there was a good reason to post this thread. I like your take on the Tech Tree. I'm not sold on all of the building names, but it does a good job of expanding upon mine. Much more original-flavor.
Though I don't think you explained exactly what the Supply Dock does?
I think I'll modify my future designs to run off of yours when I list the prerequisites.
Anyway, here's another unit for you:
===
UED Juggernaut
Heavy Mobile Artillery Platform
Life: 650
Energy: 0
Armor: 3
Type: Armored
Modifiers: Mechanical, Massive
Movement: Slow
Sight: 9
Plasma Mortar
Targets: Ground
Damage: 5x3
Splash: Yes (Indirect, 4 Hex Radius)
Reload: 5
Max Range: 15
Min Range: 11
Minerals: 750
Vespene: 300
Supply: 6
Trained At: Assembler
Prerequisites: AI Control, AI Support, Nano Core
Restock: 150
Description:The Juggernaut is the UED's answer to the Thor, Siege Tank, and Nuke, only bigger, meaner, and all rolled into one unit. This gargantuan, six-legged combat walker is designed for one purpose only: shelling enemy bases into oblivion. It can rain down an unrelenting barrage of fiery death upon its targets while remained well beyond range, and few units can escape the wide area the barrage affects. However, besides the cost of the unit, it also requires a spotter to fire, and is virtually defenseless up close. Care must be taken to protect this valuable investment from counter-attack; though robotic, it is not an expendable asset.
Upgrades:Vehicle Armor
Researched At: Logistics Center
Effect: +1 Armor
Directed Energy Weapons
Researched At: Logistics Center
Effect: +3 Attack
Re: [Hypothetical/Discussion] UED Faction
Supply dock is basicly a supply depot, it gives supply, each supply center can have up to 4 of them, but it starts with one when you build it, and you can upgrade it 3 times. "Did you ever played tiberium sun, the gdi power plant worked similary :p" just something a bit different, so it isn't the same, build a house concept :p
And as for the names, i know they suck, but is is hard to come up with good ones, and exspecially when you are out of ideas, and you just want to finish your design ;P
Re: [Hypothetical/Discussion] UED Faction
Heh. Yeah, I know. Took me a looong time to find names for my version of the tech tree that I liked. Might I suggest changing "Fleet Command" to "Fleet Headquarters" as to further distance it from the ubiquitous Terran Command Center?
And, no, I haven't played enough Tiberium Sun to realize that. Oh well; at least you've cleared that up.
Anyway, heres two more vehicular designs:
===
UED Hunter
Main Battle Hover-Tank
Life: 125
Armor: 1
Type: Armored
Modifiers: Ground, Mechanical, Hover
Movement: Fast
Sight: 10
Heavy Coilgun
Targets: Ground
Damage: 1 (x60)
Splash: Yes (Linear)
Reload: 30
Max Range: 8
Min Range: N/A
Minerals: 150
Vespene: 125
Supply: 2
Trained At: Assembler
Prerequisites: Repair Bay, AI Control
Restock: 50
Description:The Hunter isn't so much of a Tank as much as a Tank-killer. Its sophisticated AI takes full advantage of its primary weapon, a wickedly powerful gaussian accelerator, to breach the toughest defenses with disconcerting ease. be its prey be protected by shields, armor, or flesh, it tears through all with equal abandon, usually penetrating right through and striking the target behind.
Swift, maneuverable, and merciless, a mere handful of these monsters can decimate an entire column of targets much larger than itself with little difficulty.
Upgrades:Vehicle Armor
Researched At: Logistics Center
Effect: +1 Armor
===
UED Bowman
Multi-Role Combat Walker
Life: 150
Armor: 1
Type: Armored
Modifiers: Ground, Mechanical
Movement: Normal
Sight: 8
Pulse Autocannons
Targets: Ground
Damage: 15
Splash: No
Reload: 22
Max Range: 7
Min Range: N/A
AA Missiles
Targets: Air
Damage: 5 + 5 vs Armored (x4)
Splash: No (Yes - 2 Hex Radius)
Reload: 20
Max Range: 6 (8)
Min Range: N/A
Minerals: 125
Vespene: 75
Supply: 2
Trained At: Assembler
Prerequisites: Repair Bay, Cryogenic Storage
Restock: 40
Description:The Koprulu Exiles were not the only ones to reverse-engineer designs when the UED invaded in 2501. While the Dominion has since copied the Directorate designs for the Medic and Valkyrie Missile Frigate, Directorate technicians became enthralled with the design of the versatile Kel-Morian Goliath.
Already an enduring design, the expeditionary force up-rated a number of captured Goliath walkers with weapons they had brought from Earth, turning the already-formidable mech into a deadly weapons platform. The design variant was so successful, it became something of a symbol of UED power in the region before the expeditionary fleet was ultimately defeated.
Although all of the physical models were lost along with the expeditionary fleet, the designs nevertheless made their way back to Earth, where Directorate Research and Development once again overhauled the design. Rebuilt with advanced Directorate construction techniques and armed with even more sophisticated weaponry, the new design--christen the "Bowman" for its anti-air capabilities--adds a versatile element to the Directorate's forces, efficiently gunning down a wide range of targets in numerous situations.
(Yeah. Its basically the Goliath from the UED Victory Report cinematic. Figured I might as well give it a name).
Upgrades:Vehicle Armor
Researched At: Logistics Center
Effect: +1 Armor
Directed Energy Weapons
Researched At: Logistics Center
Effect: +1 Damage (Pulse Autocannon)
Ballistics Weapons
Researched At: Logistics Center
Effect: +2 Damage (AA Missiles)
Charon Boosters
Researched At: Repair Bay
Effect: +2 to AA Missile Range
Flak Missiles
Researched At: Repair Bay
Effect: Adds Splash to AA Missiles (2 Hex Radius)
Re: [Hypothetical/Discussion] UED Faction
I've decidet to have a go with creating some units :p
Star Base
http://img9.imageshack.us/img9/2357/uedstarbase.jpg
Stats:
Hp: 1200
Armor: 1
Damage: /
Range: /
Attack speed: /
Movement speed: Normall
Special: Production building,constantly airborne,Rapid Deployment ability,air units repair ability, can be upgraded to Star Fortress and gains the combat drones static ability,
Notes: It's not called the Star Base for nothing. It's build on the ground, and when it's reaching copletion, the ingame voice warns you abouit it, with sirens, and starts the countdown to launch , upon countdown completion it launches into air, with the background sound of a warning siren.
Dragon Fly
http://img37.imageshack.us/img37/6609/uedscoutdrone.jpg
Stats:
Hp: 80
Armor: /
Damage: 12 vs air, 6 vs ground
Range: 5
Attack speed: Normall
Movement speed: Normall
Special: Air unit
Notes: Basic UED air unit, cheap and somewhat weak, but exstremly massable. The first air unit avaible to the player.
Scorpion Main Battle Tank
http://img9.imageshack.us/img9/9506/uedmaintank.jpg
Stats:
Hp: 250
Armor: 5
Damage: 35 + 25 vs armored
Range: 7
Attack speed: Normall
Movement speed: Normall
Special: Overload strike ability- can charge up it's Ion Cannon to deal double damage, but cannot attack for 4 attack turns.
Note: It's really big. Has poor hp for it's cost, but it neglects that with it's high armor value.
Strike Trooper
http://img12.imageshack.us/img12/6516/uedtrooper.jpg
Stats:
Hp: 75
Armor:/
Damage: 9
Range: 6
Attack speed: Normall
Movement speed: Normall
Special: Heal
Note: Basic UED biologicall ground infantry unit, cheap and massable. Can slowly heal itself, when out of combat.
Genesis
http://img37.imageshack.us/img37/1143/combatmech.jpg
Stats:
Hp:140
Armor:1
Damage: 2x(6+5 vs armored)
Range: 6
Attack speed: Normall
Movement speed: Normall
Special: Static Corosion -Each succesfull hit depletes energy of an enemy caster unit.
Notes: UED basic mech antiarmor unit, also great against caster units.
Bee
http://img17.imageshack.us/img17/2372/ueddrone.jpg
Stats:
Hp:40
Armor: /
Damage: /
Range: /
Attack speed:/
Movement speed: fast
Special: Air unit, Sonar- can deploy a scan around it's current position, to detect invisible units in a large radius, Targeting Laser- increases the attack range of a friendly air unit,
Notes:Ued detection unit, it doesn't have constant detection, but can use temporaly large range scans to suport the UED troops.
Serpent
http://img33.imageshack.us/img33/820...hterbomber.jpg
Stats:
Hp:120
Armor: 1
Damage: 2x7 vs air, 4X( 4+3 vs light) vs ground
Range: 5 vs ground, 6 vs air
Attack speed:normall
Movement speed: fast
Special:Air unit, Small area splash damage vs ground.
Notes: Ued FighterBomber, relatively weak against air units, but excells against ground targets with it's high splash damage, great against unarmored units.
Striker
http://img12.imageshack.us/img12/995...kevehichle.jpg
Stats:
Hp:160
Armor: 1
Damage: 25
Range: 8
Attack speed: slow
Movement speed: very fast
Special: Can attack on the move
Note: Due to it's ability to attack while moving, high attack range and it's very fast movement speed, the Striker excells at hit and run tacktics, but has a very low attack speed so it's not very suited in conventional warfair. Becomes deadly in a skilled micro players hand.
Moon Gunship Frigate
http://img37.imageshack.us/img37/8558/uedgunship.jpg
Stats:
Hp:300
Armor: 2
Damage: 4 x( 8 + 4 vs armored)
Range: 6
Attack speed: normall
Movement speed:normall
Special: Can transport units
Notes: Medium heavy UED fleet unit, it's designed to support the large "Leviathan" class destroyers on the battlefield.
Gremlin
http://img19.imageshack.us/img19/531...ghterplane.jpg
Stats:
Hp:180
Armor: 1
Damage: 2x ( 12+4vs armored)
Range: 8
Attack speed: normall
Movement speed:normall
Special: Passive stealth- the unit doesn't show on the minimap, enemy units don't auto target it, must be manually target by the enemy.
Note: UED air supperiority fighter.
Well this are all the units i've decided to do for now. Could be done much better, but this will have to do for now, since it's only to show the posibble UED unit potentiall.
Re: [Hypothetical/Discussion] UED Faction
Try to come up with a more consistent naming theme. For instance, SC Vanilla's Terran units are largely based off of mythology.
Also, Scorpion MBT? Sounds quite Haloish.
Re: [Hypothetical/Discussion] UED Faction
Quote:
Originally Posted by
Kegluneq
Try to come up with a more consistent naming theme. For instance, SC Vanilla's Terran units are largely based off of mythology.
Also, Scorpion MBT? Sounds quite Haloish.
1. A naming theme based on geographical things connected to Earth, like Earth cities, mountains or other landmarks. (Parthenon Battleship)
2. A historical Earth-centric theme, like famous battles and people (Bismarck Juggernaut Artillery). I feel this might be what the UED would be most likely to use.
3. An Earth-animal theme covering maybe all animals or just a certain group, insects should probably be left alone since that might remind too much of the Zerg. (Panther Main Battle Hover-tank) This one might be the most likely to be picked by Blizzard out the three I think.
A mixture of any combination of the above might also work.
Since the UED are so introverted and obsessed with their "divine destiny" having any naming theme to be Earth-centric would be fitting with the lore, having any unit name in some way be connected to Earth.
Regarding units, one of their hover-craft should be able to cliff-jump. Also, I miswrote in my previous post, I didn't mean hovering should be common among their ground units but their vehicle ground units, hovering human infantry could look very stupid. :p