View Full Version : personnel
12-06-2003, 06:52 PM
i think the swgb2 needs to have personnel such as a general, ambassadors, commanders, minister of agriculture, minister of technology, specific bounty hunters, etc. I think characters such as these mite add more flavor to the game. i dont think u should start with them but for example: the guy in charge of agriculture can be bought with the farm. if he is bought then farms produce more food. something kinda like that. what do yall think?
12-06-2003, 07:06 PM
Hmmm...that sounds like some sort of officer. That has been discussed some time ago but never did something so specific came up.
I guess it can be fun. Can you only build one of each? Or do you buy one for each farm?
12-06-2003, 11:00 PM
i would say that the farm is used to buy the agriculture officer and his prescnece increase farm productivity. a general could be built at a war center and increases ground forces. admiral at shipyard increases navy strength. air marshal at airfield increase air strength. commander of base (different form general. general does the fighting) at command center increases overall base productivity. ambassador at spaceport cuts down on tributes and provides other options like selling weapons (selling and trading weapons is another feature i think would be cool). iim not sure whether it would be better to wait til t4 before being able to buy them or buy them anytime and upgrade. anyone else with some ideas?
12-07-2003, 01:01 AM
I've got a couple of ideas like those in my design, but I don't necessarily think they should be available for every single civ. With an RTS most people prefer to get to fighting, so a host of non-combat units (as opposed to just one or two) might not be too popular.
12-07-2003, 03:19 AM
This is a really, really bad idea. This is an RTS, and while your idea might work in a turn-based game, it wont work here.
12-07-2003, 06:58 AM
Listen to darth he knows alot about bad ideas in fact he creates most of them.
12-07-2003, 02:25 PM
12-08-2003, 11:38 AM
Why dont you just make techs that do the same thing. That way, they'd not take up pop, and will be universal to all your farms/units/whatever. And a whole lot simpler.
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