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Post: 10   Visitata da: 36 users
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

Tank General Relentless Attack:
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.
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"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
 Amok (Amministratore)
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
Scritto da Amok, 07.01.2013 at 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.


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 - 06:04
Support, naturally.
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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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07.01.2013 - 06:37
I quite like that idea actually.
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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.
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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
Scritto da blargh, 08.01.2013 at 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

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
Scritto da Aristosseur, 08.01.2013 at 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.


You can use "Other" for these units.
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