Tyzer
Messages: 2,
Joined: May 28, 2011,
Offline
|
|
Tyzer
Messages: 2,
Joined: May 28, 2011,
Offline
|
1. In-game level editor to store your custom maps to your online account so that you can access and use them during multiplayer. Also option to store them to universal account by catagory so that all may use them.
2. Titan flying unit.
3. Option to set up uneven teams (i.e. 2 v's 3)
4. Some male names for AI opponents
|
|
Revan_3
Messages: 10,
Joined: May 08, 2011,
Offline
|
|
Revan_3
Messages: 10,
Joined: May 08, 2011,
Offline
|
A few of your ideas appealled to me more than others but here is what I think really stood out:
-Upgradeable bases, easy to be ridiculous, but what if when you capture it you can choose between Branching paths. I won't go on about it.
-Not changing this to advance wars, I love that series, and only found this one because of it, but if I want to play it badly, I can just get my DS.
-A fourth race, I am 100% with that idea. I liked the idea of crystalized units, as this would be able to incorporate your triangle methodology without actually throwing it off entirely. It would fit INSIDE the triangle, touched and touching all.
It would also be easier to name them off of crystal. Also, this allows you to borrow qualities of that crystal(diamond=strong).
I would consider this race the opposite of the Titans, with the greater defence, and subsequently lower attack.
|
|
Revan_3
Messages: 10,
Joined: May 08, 2011,
Offline
|
|
Revan_3
Messages: 10,
Joined: May 08, 2011,
Offline
|
This isn't to say that more ideas didn't stand out to me.
|
|
Revan_3
Messages: 10,
Joined: May 08, 2011,
Offline
|
|
Revan_3
Messages: 10,
Joined: May 08, 2011,
Offline
|
I also liked the Lower Vision range. Right now fog of war is garbage, and doesn't help at all! Units see way to far.
A near-plethora of units would be nice. I've read your comments, and I think that Titans only need one air unit. A transport. I personnally like Titan units, and if they raised damage slightly, and did NOT add many arial units they would actually stand a chance.
|
|
Darkspur
Messages: 2,
Joined: Jun 26, 2011,
Offline
|
|
Darkspur
Messages: 2,
Joined: Jun 26, 2011,
Offline
|
Idk if anyone thought of this... Maybe a commander? Like a normal unit with boosted stats, special name and such? And to follow, multiplayer objective maps, like assassinating the enemy commander, or maybe escorting him for point A to B, ECT.
|
|
zxcvsaw
Messages: 18,
Joined: Jun 30, 2011,
Offline
|
|
zxcvsaw
Messages: 18,
Joined: Jun 30, 2011,
Offline
|
how about bases that if captured will yield double the amount of credits but can't produce any units?
|
|
lantry
Messages: 136,
Joined: May 27, 2010,
Location: PA, USA
Offline
|
|
lantry
Messages: 136,
Joined: May 27, 2010,
Location: PA, USA
Offline
|
Wow, these are some pretty good suggestions for a change!
I like the "double credits base" idea. This would probably work best if it's stats were the same as the health bases (3 movement cost, 0 def and 0 att)
The commander idea sounds cool also, though what it sounds like you really want (and what I really want) would be some new game modes, as we currently only have Team death match and free-for-all.
|
|
rn170uk
Messages: 17,
Joined: Jan 08, 2011,
Offline
|
|
rn170uk
Messages: 17,
Joined: Jan 08, 2011,
Offline
|
Have some kind or 'are you sure' message if you land on a base, but accidently hit stay instead of capture. I've lost a couple of games due to this. ie, so if you hit stay, you get the message 'are you sure you want to stay?' This is only relevant if you land on a base.
|
|
zxcvsaw
Messages: 18,
Joined: Jun 30, 2011,
Offline
|
|
zxcvsaw
Messages: 18,
Joined: Jun 30, 2011,
Offline
|
since the underling and mechas have special abilittes, how about we give the marine a special ability? something like grenade which is effective against ground heavy units or something like a defense option where for a turn, the marine's defense gets a boost of +2 or +3...
|
|
zxcvsaw
Messages: 18,
Joined: Jun 30, 2011,
Offline
|
|
zxcvsaw
Messages: 18,
Joined: Jun 30, 2011,
Offline
|
since the underling and mechas have special abilittes, how about we give the marine a special ability? something like grenade which is effective against ground heavy units or something like a defense option where for a turn, the marine's defense gets a boost of +2 or +3...
|
|
Isecrow
Messages: 3,
Joined: Aug 17, 2011,
Offline
|
|
Isecrow
Messages: 3,
Joined: Aug 17, 2011,
Offline
|
dr. pepper wrote: I personally have always thought that playing Titans vs. Khraleans is way too time consuming since you have to sit and analyze where buried underlings are on every turn. I refuse to play this matchup due to this fact. In Starcraft/BroodWar (what this game seems to based on), every race has a detector. I personally believe that assimilators (I think that's the name for the Titans healer) and the Sapiens engineer should have the ability to detect buried underlings. Determining the range of detection would obviously have to be balanced...
im agree with this, its very unbalanced coz this reason
|
|
Luckyson
Messages: 1,
Joined: Jul 14, 2011,
Offline
|
|
Luckyson
Messages: 1,
Joined: Jul 14, 2011,
Offline
|
When is expected Uniwar II ? Does anybody know ?
|
|
basroks
Messages: 5,
Joined: Dec 23, 2009,
Offline
|
|
basroks
Messages: 5,
Joined: Dec 23, 2009,
Offline
|
Sorry if any of this has been suggested before.
1) More robust undo. Allow the player to undo any action that doesn't reveal new hexes or that involve combat. Preferably several levels of undo too.
2) Better panning when the opponent is making his moves. It's annoying not to see the damage he inflicts because your unit is out of view.
3) Free choice of color in all kinds of games. (I want to play black units!)
4) Allow the player to save all games for later review. Ideally some sort of exportable file format that can be viewed on a PC.
5) A UniWar version for the PC, either web-based or desktop application. Angry Birds have done it with great success. I'd be willing to pay for this.
6) This may be impractical to implement without upsetting the strategy, but I sometimes wish there was a way to have two units switch places.
|
|
Apercent
Messages: 744,
Joined: Sep 08, 2015,
Offline
|
|
Apercent
Messages: 744,
Joined: Sep 08, 2015,
Offline
|
I love the idea of crystilized units as a fourth race. I remember someone mentioning a race of spiders to rival the Titans. We have so much potential with this fifth race... So what I'm thinking is that theirs a race of creatures controlled by mind spiders. They have a hive set mind, like the khrals, with tarantula infantry. So here's how the support unit transformation would go:
Khral infects tarantula and marine with infector
Titans assimilate tarantula and underling with assimilator
Sapiens reprograms mecha and crystalized warrior (or what ever the infantry will be) with engineer
Natrolites dominate underlings and mind spiders with elite
Octogi (I just made that up) manipulates marines and titans with puppeteer.
The logic behind this is that octogi /spider people are all actually puppets of mind controlling spiders. These sam e spiders can make puppets out of marines and mechas and anything humanoid, and therefore make great support units. Upon manipulating a victim, the mind spiders disappear so they can control the victim, so it only makes sense that manipulated units are as powerful as it costs to buy a marine and mind controlling slider.
The natrolites take advantage of the fact that underlings are controlled by concils and hive mind sets (like...ANTS!) And that octogi go by the same system. They can submit infantry to their command, and this new infantry is much better disciplined, and equipped with bettering tech.
Tell me what you think
Apologies if this has already been said.
|
|
Apercent
Messages: 744,
Joined: Sep 08, 2015,
Offline
|
|
Apercent
Messages: 744,
Joined: Sep 08, 2015,
Offline
|
Don't ask me what the natrolites would be like, I didn't come up with that race, but (this is a separate idea) if the race I suggest is to be used, it would go something like this
Jumper: basic infantry. Jumping ability that allows it to jump 2 spaces ahead instead of moving. This takes up attacking, so they can move and than jump if they want. Looks like a giant tarantula. Cost 100. Captures bases. Ground light. Note: has only 1 attack vs aerial
Puppeteer: a small green spider support unit. Bring up repair rate *3, can control marines and mechas at the cost of its life. Cost 300. Can capture bases. Ground light.
Puppet marine: very high stats, can also ride any other unit you have, giving them the ability to move after attack and capture bases. Looks like a normal marine, twitches head in a way to resemble jumper. Ground light
Seer: what looks like a collapsed mecha is actually a hard to destroy robot. It looks like the eye of sauron, and it have the defense of a plasma tank and a range of 2. Sadly, it can't move from where it was first controlled. Can capture bases, very doubtful it will. Ground light
Magician: centipede looking thing, costing about 250. Unique in its ability to move into any tile of a unit that it has just killed. High attack against infantry. Ground heavy
Living cannon: a twist on the human cannon ( trying to follow a circus trend for the names), only costs 200. It has a range of 1-3 and does about 1 damage to tanks. However, in masses, this cheap artillery can be dangerous. Looks like a cockroach. Best agianst air. Aerial
Dancer: A massive crab. Has stats of a tank, low defense, and costs 450. Can literally lock target in place. Ground heavy. Unlike tanks, its half decent agianst air and much faster than most of its type.
Entertainer: with the ability to hit only 1 space, but can attack 3 tiles at once. It is very strong against air and ground light, but is easily overwhelmed by garudas. Cost 400. Aerial
Striker: a water unit that hits hard, and fast. Looks like a giant snake. Can move after attack, is very fast. So fast, it can hit a hydronaut and move 4 spaces away. They also have a special surprise ability, that allows them to attack without counterattack. This temporarily reduces the enemies vision to 4, so they can only see right in front of them. The striker also has exceptionally high defense. This is at the cost of only having a range of 2-3. Costs 900
|
|
|
|