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Old 07-28-2006, 10:24 AM   #9
YertyL
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Join Date: Aug 2005
Location: Germany
Posts: 390
Proposal:
Reduce the cost of the bounty hunter to 500, but increase the cost of an assasination
Reasoning:
By this you could eliminate a smuggler who costs 500 credits for approximately the same amount of credits; the elimination of other heroes can be balanced by rising the current assasination costs by 500 credits.
Current Perceived Imbalance:
Right now, you can spam all valuable enemy planets continually with smugglers without worrying, since the elimination of the smuggler will cost the enemy more than his production costs you.

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Proposal:
Weaken certain indigenous units, especially Polusians, Ewoks and Wookies
Reasoning:
While it is a good idea that some planets should be easier to conquer for a certain faction, ATM some planets give the rebels a too heavy advantage
Current Perceived Imbalance:
Especially on lower tech levels, some planets can be conquered by Rebels with minimal losses, sometimes using only the indigenous units. For example I managed to easily capture a pretty heavily defended Endor with only a raid fleet of infantry units (no heroes), while on the other side I lost both Darth Vader and General Veers to a small Rebel Force and hordes of respawning Ewoks.

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Proposal:
Enhance the damage of scout troopers against artillery and (slightly) infantry;
Scout troopers should not be "driven over" by tanks and artillery;
Slightly increase scout trooper HP
Reasoning:
This will strengthen a relatively weak unit (scout trooper) while weakening a relatively strong one (rebel artillery)
Current perceived imbalance:
While the scout trooper is meant to be a counter for artillery and infantry, he is right now easily defeated by both of them, especially artillery, and has little use in combat. Even as a scout he is relatively impractical since almost every unit can kill him in 1-2 shots, thus creating the need of him being watched over continuusly.

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Proposal: Make AA towers (and possibly AT-AAs) unable to target ground units
Reasoning: This will ensure that the AA tower is used as such
Current perceived imbalance:
With their far longer range and their area damage, AA towers are ATM better against infantry than anti infantry towers are!!

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Proposal: Somehow limit the heroes you can send with a raid fleet.(Perhaps either make heroes count to the 3 units you can send or limit the number of heroes you can send with a raid fleet to 1-2)
Reasoning: This will weaken the "hero raids" a little while not affecting the ones with regular units.
Current perceived imbalance: ATM a rebel player can have 3 ground units, Obi-Wan, Han Solo&Chewbacca and a ground commander/C3PO in a single raid fleet, which is often more than enough to conquer even a relatively heavily defended planet - I often use hero raids only to conquer planets in GC.
In my opinion raid fleets should hurt an enemy (e.g. blowing up a HV gun with infiltrators) or punish him for leaving the ground undefended, but not be a or the primary means of conquest.

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Proposal: Increase the pop cap a planet gives in GC by 5-10 (to 10-15); perhaps decrease the pop cap low level space stations give (to e.g. 7,10,13 for level 1,2,3)
Reasoning: ATM the pop cap a planet gives (5) does not allows you to build enough units to fully defend him, let alone to build an invasion or space force.
Current perceived imbalance: ATM a player is forced to build a space station above every planet simply to have enough pop cap to build up a reasonably large army.I would welcome it if building a space station was more an option than a mandatory action.

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Bug fix: ATM General Veers takes no population point when landed as the first unit.(You are still e.g. at 0\5)
Bug fix: ATM a 3 speeder raid is incredibly strong when using autoresolve
Bug fix: When landing Veers or an AT-AT on Hoth as the first unit, the "spawning point" (first landing point) is not captured. (you can land no troops)

Last edited by YertyL; 09-22-2006 at 05:34 AM.
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