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View Full Version : What kind of changes would you do to the actual units?


lukeiamyourdad
09-02-2002, 04:02 PM
All right, before i start i would like to ask people to avoid talking about the gunship.

This thread is not about changing civs or turning some units to make them UU. Is about diversifying the units to make them different without making them unique.
To clear it out, here is an example:

Rebel Troopers:Add more HP, lower their armor,lower their attack, increase their speed and attack speed.

Stormtrooper: Lower HP, increase their armor, increase their attack, lower their speed and keep current attack speed.

Battle droids: Keep HP,increase their armor, lower their attack, keep their speed and increase attack speed.

It's simple and does not take too much time to do.

Sithmaster_821
09-02-2002, 05:38 PM
I think stormies should be terribly inacuate but very cheap. The emps were all about massing large amounts of weak units.

joesdomain
09-02-2002, 08:43 PM
Workers would increase armor and duraarmor, increase attack, increase hit point, increase work speed.

Increase food, ore, carbon, and nova thus their amounts

Increase armor and duraamor and attack on AT-ST and AT-AT

Stormtroopers increase armor, attack and hit points

Increase Mounted Trooper armor and duraarmor and speed

Sithmaster_821
09-02-2002, 10:26 PM
We know someone likes the emps a little too much.:D

joesdomain
09-02-2002, 10:45 PM
I like the empire and rebel civilations. Those two need to have alot of upgrades and changes done to them. B-wings from scenario editor need to be changed from Toy box units to regular units in rebel airbase. I think the # of bounty hunters in each civilation needs to change from one to say 3 maybe 4. I am sure there is alot of bounty hunters they could use. They could add boba fett to empire. I can't think of any other ones right now.

lukeiamyourdad
09-04-2002, 04:58 PM
Could you guys suggest stuff for other civs rather than the old reb and emp?

jedi3112
09-19-2002, 08:41 AM
What about training heroes some heroes are really good at some points like killing troopers and weak at for example killing mechs while others are good at killing mechs and weak at killing troopers, with jedi you also have convert ability. Also have the heroes gain experience making them better and have an area around them in wich your units will be better at certain things, depending on the hero off course

Sithmaster_821
09-20-2002, 09:50 PM
Too RPG like for me, gaining experience and stuff.

tanka
09-20-2002, 11:03 PM
i think having heroes gaining experiance like in warcraft 3 would be cool. you could have people like obi wan, and the get mind trick which would be like the blademasters windwalk. and force push and stuff

simwiz2
09-21-2002, 02:11 AM
I think having a few heroes per civ that you can only build one each of could be cool, sort of like some of the heroes in AoM. They shouldn't be too strong though, and units gaining experience is way too clickfesty IMO.

Workers would increase armor and duraarmor, increase attack, increase hit point, increase work speed.
IMO they should stay as they are now. Workers are supposed to be vulnerable. They need to be defended by military units.

Some changes to move the game slightly toward unique unit sets could be nice, such as making certain civ's troops/other units fast/slow, strong/weak, expensive/cheap, etc.

lukeiamyourdad
09-21-2002, 09:44 PM
Training heroes is a nice thing but they should be like the regular heroes(toy box units) not stronger.
Gaining experience can be a tough thing. Think about, how will Han Solo gain exp when he can be easily killed?Anyway it requires to much micro, well not too much but you know...

Some changes to move the game slightly toward unique unit sets could be nice, such as making certain civ's troops/other units fast/slow, strong/weak, expensive/cheap, etc.

that's what i wanted to do with this thread.

jedi3112
09-23-2002, 06:56 AM
I think there are some things that could be improved but they will change strategy for example

Ion cannons, armed on some turrets and Y-Wings etc.
Repeater trooper as new unit, fires extremely fast, low attack, only good vs infantry, own upgrades.
Normal infantry good all around, new upgrade since repeater won't exist as upgrade.
Aircraft should be strafing ground targets, have dogfights, isn't this what the original SW is all about?

AU_Andy_Ewok
09-23-2002, 05:09 PM
Increase the attack of Bombers

Increase attack of Grenaders vs buildings

Increase range of turrets

Lower accuracy and power or turrets

Increase speed of trooper recruits

Make padawans/knight seperate units

Lower price of padawans

Give confed's shielded air but not affect geo warriors

Lower speed of strike mechs

Increase probot health

Increase Awing health

Should balance the game better.

Crazy_dog no.3
09-23-2002, 05:52 PM
I agree with almost everything u just said, exept:

Do not increase range of turrets. Wars of attrition are bad as they are.
If anything, the probot's health should be LOWER

simwiz2
09-23-2002, 08:18 PM
IMO forward building and mech rushes are far too easy and bneficial compared to the other types of rushes. It always feels so cheap when I win a game by forward building because it is just so easy. It is too easy to hit and run with strikes IMO.

And something needs to be done to make it harder to turtle late game. Grenadiers should not be able to take out cannons so easy, and AC's should not be able to obliterate attackers so easily.

Sithmaster_821
09-23-2002, 08:47 PM
I agree on most of your points except
[list=1]Padawans are the price that they are because, post patch, any cheaper and you need tons of troops to hold them off
Jedi knights are good upgrads to padawans, and it gives those who build padawans early a boost when hitting t3
The turret range/power thing. Turrets are good long range as it is, and decreasing their power, after making them so expensive and long to build makes them not worth buying. Decreased accuracy i would definetly jump for though.
Recruits are slow so that people cant pull of destructive t1 attacks, so of a safety guard to confine most of the fighting to t2 and higher, winning games in t1 is pointless and no fun
[/list=1]
Also, i think that, instead of sheilded air, go for the more canon approach of giving them higher hp and armor parameters. A) its easier on the programmers and B) it fits the geneotian fighter description, slow and expensive to build, but heavily armored

joesdomain
09-24-2002, 02:40 AM
-The hit points on all speeder bike scouts should be increased.

-The Probot hit points should be increased.

-All Mounted Troopers should have more armor and more hit points

-All Grenade troopers armor and attack should be increased

-All Hwy Troopers and Repeaters should have increased armor and hit points.

-Anti-air troopers should have increased armor and hit points

Jedi Padawan/knight and Sith Apprecice/knight should be separate. Ability to make both. Ability to make all 3 in certain civilizations. such as Jedi Padawan, Knight and Master in Rebels and Appr., Knight, and Master in Empire, etc.

Make AT-ST and AT-AT Walkers have the ability to turn the head portin of the mech to fire at units to the side.

Get rid of repeaters in confederacy and instead make their armor, hit points, and attack large.

joesdomain
09-24-2002, 02:49 AM
Carrying Capacity:

All Strike Mech's carry 1 unit

All AT-ST's, etc. carry 2 units

All assualt mech's carry 10 units

Laser Turrents and Anti-air Turrents garrison 10 units

Sentry Post garrison 5 units

Command Center and Fortress garrison 25 units

Troop Center garrison 10 units

Mech Factory garrison 10 units

Jedi/Sith Temple garrison 15 units

Hwy Weapons Factory garrison 5 units

Prefab Shelter holds 10 units

Air Transports and Sea Transports carry 20 units

Monuments garrison 15 units

Increase hit points and shield points of Shield Generator

Increase hit points and armor on power cores, sentry post and sensory buoys.

Increase worker attack