talone
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talone
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And very main: only unit with 10 health or more can be teleported
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talone
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talone
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and we need to work more actively on the units experience
This is very interesting, but not developed.
May be we need to provide experience for each unit for the destruction the same class or more powerful unit
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talone
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talone
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another new type of units for all races: blocks
units are cheap (for example, 20 credits) can not attack, but have a parameter of protection (for example 5), also blocks do not have the control zone can not be teleported, and have mobility 9
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talone
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talone
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may be all the units should be able to move through the water, even tanks, but at the same time have large penalties to protect and attack
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Toss
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Toss
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Sorry Talone, but tele ability shouldn't be available for every race - how You would explain the teleporting bugs? But I agree that every race should have their unique style of transportation. The titans have teleport ability, the Saps should have drop-ships to move marines/engineers/tanks through water.. and Bugs should have something like zergs nydius worm thats pops up somewhere on map and their units could quickly move on the map.
The 'super-units' could be possible only when the max supply would be added to the game. With the help of supply there wouldn't be a possibility to mass super-units.
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talone
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talone
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it is just ideas
we should think about them
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jallin
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jallin
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I really like the Observer idea for the Titans. Just some quick thoughts I had (taking cues from previous ideas). I realize it's pretty wordy and has a lot going on.
Observer (Aerial)
Cost - 500
Mobility - 9
Ground Light - 0
Ground Heavy - 0
Aerial - 0
Aquatic - 0
Defense - 0
Capture Bases - No
Attack After Move - No
Repair - 1
Actions/Turn - 1
Vision - 4
Special Abilities - Cloak, Team Unit Teleport, Tractor Beam, Force Field (passive)
- The Observer has the ability to cloak, becoming invisible to enemies. This ability will disappear if an enemy unit is in an adjacent hex.
- The Observer also has the ability to teleport any team unit from anywhere on the map to an adjacent hex to itself. The teleported unit will be disabled for one turn. Using Unit Teleport disables Observer's cloaking ability for one turn (and will reveal Observer if currently cloaked).
- Tractor Beam allows Observer to move an enemy unit to an adjacent hex (terrain restrictions still valid). This ability can only be used up to 2 hexes away from target. Using Unit Teleport disables Observer's cloaking ability for one turn.
- Using Team Unit Teleport or Tractor Beam causes Observer to suffer 2 damage. Using Unit Teleport or Tractor Beam disables Observer's cloaking ability for one turn (and will reveal Observer if currently cloaked).
- Any team unit adjacent to Observer will have their defense increased by 2 (Force Field ability -- passive).
This message was edited 1 time. Last update was at Feb 01, 2012 08:28
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talone
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talone
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no invisible!!!
invisible unit - death of balance
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talone
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talone
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A few more ideas.
Abilities:
"Penetrating blow" - takes damage not only one unit, but also a unit that stands behind him in a straight line (50% damage)
"Carpet bombing" - artillery strike, which affects several units, but with less force than when attacked by one unit.
"Kamikaze" - a unit explodes and causes extensive damage. For example, pinzer would have the ability.
A new class of units for all races:
"Predator" - and expensive armored unit (for example, is worth 500 credits, protection - 13) has a very strong attack against infantry, infantry can be killed with one strike (even standing on a mountain), but absolutely useless against vehicles
For each race has its own versions of "predator" with different costs, capabilities, and the names, but the essence is:
powerful and expensive anti-infantry unit
This message was edited 1 time. Last update was at Feb 01, 2012 09:36
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jallin
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jallin
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talone wrote: no invisible!!!
invisible unit - death of balance
Yeah, cloaking is a bit too overpowered. I'd probably take away one of the abilities (likely tractor beam) and lower the cost a bit.
This message was edited 1 time. Last update was at Feb 01, 2012 11:30
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droidfreak36
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droidfreak36
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talone: I don't mean to criticize you (After all you have much more experience than me ), but I don't like most of your ideas. Adding area effects could get weird really fast. Healing/Repairing friendly units is one thing, but increasing/decreasing power or speed borders on witchcraft . Maybe you could add a few area effects, like adding a speed boost to Titans in the guise of advanced technology, but too many area effects could seriously screw up the game. As for transport units, those are an important part of strategy, but I don't see them being very useful or practical in UniWar. UniWar has too high of a unit density in most maps for transports to be of any use, so they wouldn't add much too the game. Making all units teleport would also be rather like witchcraft, and it would screw up a lot of general strategy. I don't mind so much having a few Titan units teleport, but if Khrals and Saps can teleport too then things like base cherry-picking (I hate it when Mechas do that) will become much too common.
I find it odd that you talk about preserving balance and then you come up with all sorts of bogus ideas. Maybe some of these things could be special abilities for individual units, but you seem to be talking about across-the-board changes that make no sense and seriously wreck the balance.
This message was edited 1 time. Last update was at Feb 01, 2012 15:18
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DroidFreak, the roboticist who plays as Khrals.
(Or Titans now that I realize how legit they are) |
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savior59
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savior59
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Hm... 8 good unit ideas came to mind
1-3: All Races get 1 AQUATIC or AERIAL Transport unit, which can transport (maybe) up to 2 ground light units OR 1 ground heavy unit. Of course if the transport dies then all the units that are being carried die too. Also, maybe if the transport is carrying a support unit, it could heal nearby boats faster (pretty much an aquatic engineer). I think 200-400cc is a good price for these types of units
4: (Titan) Aerial unit: I would suggest something moderate (Maybe the same strength as a guardia) I think 300-450cc would be good for this unit.
5: (Sapien) Sniper: A ground light unit that has 1-2 range. Is stronger than the common marine, but is less mobile. (300-350cc)
----------------- ------OR---------------------
5: (Sapien) Jets: Very Mobile aerial unit (13-17 mobiltility), that is very effective against other aerial, aquatic and ground heavy units. However, it is weak against ground light units. (600-800cc)
6: (Khraleans) Quiller: Ground Light, very powerful against aerial units, but is ineffective against other unit types. (250-450cc)
----------------- -----OR-----------------------
6: (Khraleans) : Some sort of aerial unit that is somewhat effective against normal units, but is mainly ment for taking out boats (200-500cc)
7: (ALL) Or.. Maybe each race could have some sort of highly mobile special unit that can bound any targeted unit for 1 turn (Example, a khral unit could net a helicopter for 1 turn, this unit would become inmobile for 1 turn, but can still return attacks if attacked. Also, maybe if the ability is used on aerial units, they can be attacked as if they were ground units)
Here's my Ideas...
This message was edited 2 times. Last update was at Feb 01, 2012 18:07
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talone
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talone
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Before proposing anything, I'm playing it in detail in the imagination.
You can not understand my proposal because you do not see them in depth.
Universal Teleport (with a penalty in two rounds, time to recharge and only healthy unit teleportation) will make the game more interesting, dynamic and balanced, especially on large maps.
For each race the ability to teleport can have different names and characteristics.
This message was edited 2 times. Last update was at Feb 01, 2012 19:54
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hydrogen
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hydrogen
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Many interesting remarks.
So far, I see several ideas gaining popularity. They are as follows.
A sapien jet specialising in anti air, with two range, to help krhal/sap boring stalemates.
The titan observer, which flies but doesent attack. Just has special abilities tractor beam, unit teleport, and force feild (no cloaking)
A khralean gecko, able to mimic enemy units (and perhaps other features?) Perhaps a suicide unit as well? maybe crocodile idea?
to be honest i havent seen any great krhalean ideas yet. more work and thought needs to be put here. It will be difficult to create new units for krhals as alot of players see krhals as the best race, and adding better/new units could make this worse.
talone, i agree with droid freak and others. your ideas are far fetched to say the least (no offense...) and i see them wrecking havoc on game balance. we all want to contribute something to this game, but lets make sure our ideas make sense as far as game balancing goes.
So, that being said, we are ending week two. This thread will be around for another week or two (havent decided yet) and then i will be calling a vote to see what everyone wants to implement, then I will hand it over to the developers.
Again, we need more people throwing out (good) ideas. Keep them coming!
Yours Truley,
Hydrogen
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savior59
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savior59
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Maybe we should expand, debate, or put more detail into some units already agreed on by the community. Personally, I think we should start with a Jet, because it seems to be agreed on the most. Also, maybe we should look into units that are already in the game, and maybe change them to help balance the addition of these new units.
NOTE that most numbers are vairables because it is an idea, number can be improved based off the community and balancing
Mobility: 16-17
Ground Light: 0-4
Ground Heavy: 8-10
Aerial: 7-11
Aquatic: 12-14
Defensive Strength: 11
Repair: 1
Range: 1
Special Ability: Afterburner (6 Turn Cooldown)
Moves per a turn: 1
Attack After Move? Yes
Sight: 5
Cost: 600-750cc
Afterburner: Personally, I think this ability would be really useful at balancing the Sapien-Titan ballance, while still keeping the balance with Khraleans. When used, this ability should enable the Jet to cross over all LAND units, without any zone control issues, however the unit cannot attack after it has used this ability, but it can return attacks.
Unit Description: The Jet is a powerful aerial unit, that would best be used in fights against Titans and boats. This unit would be great to use against the common plasma tank wall and walker tactic, along with being a powerful, Anti-Navy unit. Along with Aquatic power, the Jet should also be a very good Anti-Air unit, possibly helping the Sapien-Khralean balance without totally destroying it.
Along with adding this unit, I believe that the Helicopter should recieve a +3 aerial unit attack damage bonus, while the Guardia recieves an extra 2 attack points against aerial units. These stat additions should help balance Khralean to Jet fights, along with Helicopter to Guardia and Swarmer fights.
Also a quick side note, I have to say I kinda disagree with the new Titan aerial unit being an observer unit. To me, that seems to be disapointing to a Titan player, becuase its only use is scouting, it isnt good for attacking or sitting on bases. Personally, I would add some sort of aerial unit that can actually do some damage, but thats just me.
This message was edited 4 times. Last update was at Feb 02, 2012 13:54
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