What say you to colossal units? |
HECK YES!!! MUST HAVE NOW |
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13% |
[ 3 ] |
Sign me up! |
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13% |
[ 3 ] |
I could go either way |
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13% |
[ 3 ] |
I don't like it |
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21% |
[ 5 ] |
Good idea, but needs balanced extensively before I would agree |
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42% |
[ 10 ] |
Total Votes : 24 |
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FriendlySauron
Messages: 3,
Joined: Mar 21, 2018,
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FriendlySauron
Messages: 3,
Joined: Mar 21, 2018,
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Duaneski, what if you made an option to convert one base per match into a command center ? The command center takes two turns to create, and once it is converted, it can make any of the colossals? After that, it turns into a normal base again. The converter "unit" can only be built once. Keep the one colossal per game idea. It eliminates part of the problem a lot of people are concerned about with the colossals.
Command centers should cost 750 credits, and lower the cost of the colossals to 1000-1250. No stat change for the colossals
Maybe command centers get 1.5-2x credits/turn while a colossal is being built? It would only last until said colossal is done and the comman center is dismantled.
You must build a colossal to get the bonus.
Just a random idea that may or may not work.
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Duaneski
Messages: 1021,
Joined: Nov 27, 2015,
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Duaneski
Messages: 1021,
Joined: Nov 27, 2015,
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I like it that's a good way to ensure they're built in the appropriate setting only and spreading out the cost maybe makes it a bit easier for players to plan in the purchase
This message was edited 1 time. Last update was at Mar 21, 2018 23:11
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FriendlySauron
Messages: 3,
Joined: Mar 21, 2018,
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FriendlySauron
Messages: 3,
Joined: Mar 21, 2018,
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It actually raises the cost a bit (about 500 credit difference) but the fact about the command center bringing in extra revenue while the colossal is being evens it out a bit. It's like building a couple walkers, 'cept walkers aren't unkillable. And having the choice means all races will be played, not just titans with "stonewall" V.A.L. over there...
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FriendlySauron
Messages: 3,
Joined: Mar 21, 2018,
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FriendlySauron
Messages: 3,
Joined: Mar 21, 2018,
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I can't tell if this sent, so here we go:
What if you had different "classes" of colossals? For example:
Beserker:
A colossal that excels offensivly, but unfamiliar with reteating.
Attack: maxed
Defense: next to none
Armor piercing: slightly above average
Damage reduction: minimal to none (10% or lower)
Attacks per turn: one
Moves per turn: one
Defender:
A colossal that has been known to win wars without leaving it's base
Attack: next to none
Defense: maxed
Armor piercing: minimal or none
Damage reduction: 50% or better
Attacks per turn: one
Moves per turn: one
Striker:
A colossal that loves raiding small encampments, known to have wiped out entire armies
Attack: average
Defense: average
Armor piercing: 70% or higher
Damage reduction: minimal to none
Attacks per turn: five
Moves per turn: one
+move after attack?
All of them could have a special ability, unique to this type of unit
Suggestions:
Damage return: returns 1-3 damage taken back to enemy based on attack strength, does not reduce damage received. May be beserker unique.
City defender: does not receive city penalties. May be defender unique
Bonus moves: maybe used once per five turns, instantly refreshes all units adjacent to colossal, allowing them to be used again that turn. consumes all colossals moves/attacks. May be striker unique.
Feel free to rename units, they are yours, Duaneski.
Anyone else, please feel free to add suggestions for unit abilities.
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