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How do you a decline a game if you are challenged by someone?
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I agree.
Also, Bridge hexes. Much needed!
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Appearance - small barrage balloons, gas pods, or glowing shields, all which hover slightly above the terrain hex, like a flying unit.
Air Defences are added to a normal terrain hex. An Engineer, Infector or Assimilator can add air defences to a neighbouring terrain hex instead of any other action that turn.
Air units cannot fly through them, or automatically take damage if they do (the attack strength perhaps being somewhere between a Marine and a Helicopter).
Air Defences also reduce the attack strength of ranged units firing through them (perhaps because they obscure the target).
Air Defences can be attacked by ground units in order to destroy them (perhaps they're defence is similar to a Marauder).
Air Defences can be added to a map by map designers.
- These are intended to challenge air units, which -if they outnumber their opponent's air units - usually dominate a game prematurely.
- This increases the importance of ground units somewhat as a result, which currently quickly become obsolete.
- adding defensive tactical choices increases the chance for a player who is losing (perhaps because he has not capped one, pivotal base) to survive longer and stay in the game rather than surrendering quickly.
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Appearance: a mesh/lattice over water
Bridges are hexes which allow land units to cross water hexes.
Occupying a Bridge hex provides a one-off award of 25 points (as they are tactical objectives, useful to land units). The unit must end its turn on the bridge hex. The bridge then changes to the player's colour.
When a player of a different colour occupies the bridge hex, he gets the one-off award, and the bridge changes colour.
Map designers can place Bridge hexes during map design.
- stops map designers having to use Harbors as bridges. Harbors allow sea units to be built, which can ruin the intended challenge of the map design. Allows designs where sea units are only built at Harbors, without popping up anywhere where the designer really just wanted to allow land units to get across a water hex. Most map designers seem to agree that this would make map designs much better.
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Appearance: walls or sandbags around edge of hex
Fortifications can be built by Marines, Underlings, Mechas, Engineers, Infectors and Assimilators. The unit builds fortifications instead of any other action that turn.
Fortifications add +1 to the defence of any Marine, Underling, Mecha, Engineer, Infector or Assimilator occupying the hex.
They add +2 to defence against air and ranged attacks.
They can be built on any hex except water, mountains or bases.
Fortifications can be added to maps by map designers.
Capturing a fortification provides a one off award of 25 points.
They are difficult terrain, like forests.
This
-increases the importance of foot soldiers
-allows players to change the battleground somewhat
-adds tactical choices by securing desireable hexes
-helps map designers overcome the following serious problem: that when a pivotal base is captured, it usually signals 'game over' for the other player. The Fortification hex is not as pivotal, but still a desirable objective.
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It is a great shame if uniwar starts charging credits for things. I prefer the old , honest model of , pay for it , own it . Expansions are fine .
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