Cpt.Hawaii & Waxoid you're right.
But from a consumer's viewpoint, I just can't help thinking
" C'mon I paid the same 100 credit.
Why I recieve just +2 mobility when the titan opponent get +1defence plus teleport ability,
isn't mine a little bit cheaper? "
It's difficult to measure whether +2 mobility deserve the same price.
Some maps like jungle, mobility work great while teleport is near useless.
Especially when there are engineers waiting for you.
But in the middle to large maps I think teleport work better.
Maybe shall we increase marine mobility to 10?
It may help reaching walker or retreating injured ones.
@Starry, I see what you mean, but I wrote though that submarines can detect other submarines. So if you place your submarine near an enemy submarine, it would be see just like any other unit, and can be attacked like any other unit (IDK if I left this out or not). That would stop "underling" hunts. Also, thank you for clarifying the star system, now I understand.
I see, this submarine idea maybe work.
I think marine still strong against kharlean.
But it's nearly useless against titan.
Plus its profile when compare with mecha, marine is obviously the worse soldier.
They are same price, then their profile should be comparable.
I think increase marine ground heavy attack from 3 to 4 can be a little help against titan.
It will have the same ground heavy's attack strength as marauder.
Then it can do 1-2hp damage to plasma tank only when they gang-up or attack from good terrain.
@Savior. To detect 1 underling position with 100% accuracy, you need at least 3 ground units around them.
In the land, it's not too difficult because you can build many footsoldier. Footsoldiers are very cheap.
But in the sea, you have to build many ships or aerial units to detect submarines.
They are much more expensive.
That's why I think it's impossible to build enough units to detect sea underling.
Maybe it's possible if the way to detect submarine is easier than the way to detect underling.
I just worry that submarines will ruin my favourite game like the previous games I ever played.
Ab out 5star defence, I don't have sharp idea yet.
Maybe when destroyer shoot these amphibians, they receive 6hp damage (same toughness as destroyer).
3stars aquatic attack of crocodile, maybe it can make 3hp damage to destroyer.
When use special power, crocodile can deliver 6hp damage to destroyer (just the same strenght as destroyer's cannon).
Then if you keep spam crocodile, you will lose to destroyer.
You should build just a few of them, and wait for the right time to deliver special power.
While other amphibians with 2stars aquatic attack may make 2hp damage to destroyer.
sorry, it's repeated.
Here I try to mix&match many bright ideas previously posted to make new amphibious units.
Sapien now has weakness about fighting hydronaught, walker and plasma tank.
To beat these artillery, they need unit which has attack range 1-2 like swarmer and good mobility.
Sapien's new amphibious unit : hovercraft
mobility 12, attack range 1-2,
5 stars defence,
3 stars attack to ground heavy
2 stars attack to aquatic, aerial and ground light.
Special ability : activate jet
When activate jet, its engine work faster.
Then it can do double actions like marauder.
If hydronaught/walker is far, it can move at maximum mobility of 24 (12 x 2).
If hydronaught is nearby, it can do double hits or hit-and-run.
This ability have to recharge 5 turns after deliver.
Now they have weakness against destroyer, copter and marine.
New amphibious unit : crocodile
mobility 12, attack range 1-2,
5 stars defence,
4 stars attack to ground light
3 stars attack to aquatic
1 stars attack to ground heavy and aerial.
Special ability : crocodile dart
Crocodile is quite good against ship. You can use it to hunt other race's amphibious units.
It can partialy compensate the weakness of leviathan.
However, it still much underhand when confront with real battleships.
Except when it use all its muscle strength and dart to enemy, it attack stat become double.
Then it can do considerable damage to destroyer. Although it take counterattack as usual.
It also good for hunting marine near the shore.
But it must stay away from tank and copter, leave them to garuda and leviathan.
Crocodile dart need 5 turn to recharge.
I think this ability is simple, but actually good.
Imagine when a garuda was hit by two 10hp garudas, it's near death.
Now they have weakness against gang-up garudas and swarmers.
New amphibious unit : hydrofoil
mobility 10, attack range 1-2,
5 stars defence,
3 stars attack to aerial
2 stars attack to aquatic, ground heavy and ground light.
Special ability : blasting plasma
It can shoot blasting plasma at range 2-3.
This plasma has 1.5time attack strength of normal gun at the target.
And it also deliver 0.5 time damage to units around the target, include same race units.
Hydrofoil will recieve counterattack from the target units if they can.
But it don't recieve counterattack from units around the target.
This ability can't deliver after move. It need 5 turn to recharge.
I think naval minesweeper like underling wouldn't work.
Because the sea have far lesser unit density than the land.
If enemy advance his submarine to you like underling, you'll never have enough amount of ship to detect its position accurately.
You have to guess and navigate your ship blindly.
It's a bingo, not a minesweeper like underling in the land.
So, I prefer to add one amphibious unit per race.
This unit, in general, should capable of transport ground unit. It should have good mobility and high defence. Then it's quite reliable to transport your units.
Also you can use its strong defence to block the enemy's ships and retreat your damaged battleships.
It should fire at range 1-2, but with a weak firepower.
Then if you intend to spam it in huge number and rule the sea, you'll lost.
The main naval force should remain the same mighty destroyer/leviathan/hydronaugh t.
But when the right time come, it has special power to beat its race's important obstacles.
For new aquatic units.
I prefer amphibious units rather than submarines.
I ever play strategic game with submarine, it's Redalert 1&2.
If the map have wide water area, you just build as much submarines as you can.
While build as least other units as possible to survive your base.
Once you have enough submarines, you can rule the sea.
After that just put 2-3 long-ranged ships in the sea, go freely to bombard the enemy shore.
That's enough, you win.
And titan aerial unit's ability : gravity field.
It will create gravity field radiate 3 tiles around it.
Any tiles in the field will have mobility cost =6 for all units, include the creator itself.
Underlings in the area are unable to resurface because of too much gravity.
The defence and attack stat still the same.
The creator will have gravity field around them for 5 turn.
When it move, the gravity field move too.
This field should affect most to underling and swarmer.
Sap will get some affect, but ability to move after attack may help to mitigate it.
Kharl new aerial unit's special ability : spawn bugs.
It will create 4 bugs around it.
These bugs are ground lite units.
They have ultrashort life span, they can live for 5 turn.
Then to use them, you must spawn them near the frontline.
They has mobility 12, good attack stat to air and ground lite units.
But they have poor defence and poor attack stat against ground heavy.
When it fight against marine , marine become 4hp and it become 2hp.
When fight copter in normal terrain, it was kill in one shot but copter become 7hp.
They should be good against marine and copter.
But poorly against titan because titan are almost all ground heavy.
That's why new aerial units should be support units.
I've got new idea.
Sap new aerial unit's special ability : radiation bomb.
It can shoot radiation bomb at 3 block distant.
The target tile and area 1 tile around it become radiation area.
Any unit of any race which place on the radiation tile wil reduce 1hp after turn end.
The radiation will persist for 5 turn, then these tiles return to normal.
It affect all races, but it should impact most to titan because titan prefer to stand still.
While kharl simply move away.
1 flying support unit per race.
I agree with cpt. Hawaiian, no more attacking aerial unit.
These flying support unit should capable to transport and heal.
And have special ability which affect all races to make game more fun.
But by strategic reasons, this ability can help its race overcome its previous weakness.
I want these abilities don't do direct damage, so players must use them tactically.
Example: Sap's aerial support unit can shoot shock cannon in long fistance.
This cannon affect all race, has area affect. Any unit in the area will reduce defence and attack stat to 50% for 2 turn.
It should be good for penetrate walker wall.
And 1 aquatic attacking unit per race is good.
All ship should capable to transport ground units.
I agree,battery is quite useless when I play as sapien.
Imagine map "four key", it has naval bases arranged in line like a bridge.
I think this idea is cool, in those bridge I often use marauder or speeder to attack injured ship.
Also I can use footssoldier to block advancing enemy's ships.
And still ships can pass those bridges.
So the sea remained its function, not become small pieces of water which ships can't navigate.
Then naval-based bridges generate more playing options than when we made bridge by other terrains.
But I've got problems when I want to create map with naval-based bridges.
Because every single of it can create a ship, then just a single of it can impact game's balance.
So, I think it would be nice to add one more terrain : a naval base which can't produce ship.
You may call it a mechanical bridge.
It can lift up and let ground units pass, then sink down to be passable by ships.
It can't produce ship, then it has much lesser effect on game balance than naval bases.
Please share your opinions, thanks.
agree, I want to delete maps which I builded and found their problems after I played.