06.01.2013 - 22:28
As cherse stated in his topic in the Questions forum, strategies only affect default unit categories. This makes things a little ridiculous in scenarios where the only default units are, say, infs and militia, and the only strategy that makes sense is PD. If strategies affected custom units more, the difference between strats would be more noticeable, especially in maps that add many more naval units, air units, commanders, or ground transports. Below are my suggestions for how strategies should affect units. But before I jump in, I also think there should be a check box that asks whether you want a unit to be affected by strats. For example, in EC's Ancient World (and a few other maps) there is an incredibly expensive immovable wall you can build. However, when you use Blitzkrieg, you can actually walk the wall around which is completely illogical. This is the sort of unit you don't want to be affected by strats. Great Combinator: Ground Secondary Attack: +1 attack, -3 defence Ground Special Attack: +1 attack, -3 defence Guerrilla Warfare: Ground Transport: +150 cost, -2 range Ground Secondary Attack: -2 attack, -2 defence, -1 range Ground Special Attack: -2 attack, -2 defence, -1 range Iron Fist: Ground Transport: -2 range Master of Stealth: Ground Secondary Attack: -1 attack, -1 defence, -1 range Ground Special Attack: -1 attack, -1 defence, -1 range Naval Commander: Naval Secondary Attack: -20 cost, +1 attack, +1 range Naval Main Defence: -20 cost, +1 defence, +3 range Naval Support: -50 cost, +10 view Naval Special Attack: -20 cost, +1 attack, +3 range Naval Commander: -100 cost, +3 range Naval Other: -20 cost, +2 range Ground Secondary Attack: -1 attack, -1 defence, -1 range Ground Special Attack: -1 attack, -1 defence, -1 range Perfect Defence: Ground Main Defence: +1 defence against Ground Secondary Attack Ground Secondary Attack: -1 attack Ground Special Attack: -1 attack Ground Other: -1 attack Naval Secondary Attack: -1 attack, -2 range Naval Special Attack: -1 attack, -1 range Air Secondary Attack: -1 attack, -3 range Air Special Attack: -1 attack, -2 range Ground Commander: -100 cost, +1 range Ground Secondary Attack: -10 cost, +1 attack, +1 defence, +1 range Ground Special Attack: -10 cost, +1 attack, +1 range Ground Commander: -100 cost, +1 range Sky Menace: Air Secondary Attack: -10 cost, +1 attack, -1 defence, +1 range Air Defence: -20 cost, +2 range Air Other: -10 cost, +2 range Air Commander: -100 cost, +2 range Ground Secondary Attack: +10 cost, -1 attack, -1 defence, -1 range Ground Special Attack: +10 cost, -1 attack, -1 defence, -1 range Post suggestions below and I'll edit into the list.
---- "If in other sciences we are to arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics." -The Opus Major of Roger Bacon
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07.01.2013 - 03:45
I don't see a problem with adding strategy modifiers for the new roles, but, I guess, we should discuss this a bit more and get others' opinions to make it as balanced as possible.
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07.01.2013 - 04:52
samethimes we need really more move range for units in custom maps for example militia maximum move range is 4, infantry 8 ,tanks 9, would be nice if this max move range is incrase samethimes you have big map but cant incrase defualt units range only others units have maximum move range 100 and i created Naval: other units to make transport and destroyer with big move range 20, but they dont got boots and nerf from naval commander strategy i mean +atack ,deff and cost low money
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07.01.2013 - 06:16
I was thinking of each strategy has a rare unit that u can make.and gets bonuses so it can be different from rare units players find. kinda like a elite unit for the strategy that cost a lot of money.
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08.01.2013 - 03:22
I have toyed with the idea to make units that are completely unaffected by strategies in order to eliminate another factor for the game to reach the roots of simplicity so the best competition can arise. However as I reckoned that this wouldn't catch on I went on with the idea to leave the standard units in a maximum balance map I am making. Still, I believe it is beneficial to have strategy neutral units for special roles. I have a very good idea as an example of how such units could be used but I can only finish when I get home to edit the image I got.
---- Afterwind Summer 1v1 Tournament Final Victory With music and annotation Afterwind Autumn/Winter 2v2 Tournament Final Victory Only music this time
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08.01.2013 - 06:48
Also I think that as an increment to your sugestion Math, that there should be a difference between special "normal" units and special stealth units because of GW where curretly special units would all lose 2 att, stealthy or not
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08.01.2013 - 07:17
Ah, good idea. Of course, as I said, you could have a box where the creator could decide if the unit is affected by strats or not, so you wouldn't have strats like Blitzkrieg or Naval Commander messing up the custom units.
---- "If in other sciences we are to arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics." -The Opus Major of Roger Bacon
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08.01.2013 - 08:25
You can use "Other" for these units.
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Oled sa kindel?