Watiggi
Mar 06, 2007, 10:44 PM
I know this mod's development is winding up, but a fresh, original and unique Mongol UP idea just hit me:
Mangudai: Units withdrawing receive 2 first strikes.
Mangudai: Units withdrawing receive 2 first strikes.
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View Full Version : New Mongol UP Idea Watiggi Mar 06, 2007, 10:44 PM I know this mod's development is winding up, but a fresh, original and unique Mongol UP idea just hit me: Mangudai: Units withdrawing receive 2 first strikes. El_Chimpo Mar 07, 2007, 04:35 AM Thats a pretty weak UP, I wouldn't want to have it if I was playing as the mongols. Its a cool idea though for an ability their unique unit could have or something. OzzyKP Mar 07, 2007, 08:09 PM I'd be in favor of giving all their units a 30% withdraw chance as a UP. They could get the standard promotions on top of that for mounted units. Whitefire Mar 07, 2007, 08:43 PM That makes Cats and Trebs overpoweringly strong. What if all Mongol units can enter Jungle and Swamp tiles? This will let them flood into Indo-China, India and Siberia with ease and let you attack from jungles/swamps without fear of a counter attack. Gunner Mar 07, 2007, 08:54 PM I think the current UP is fine, remember that development is winding down/complete. Whitefire Mar 07, 2007, 10:33 PM I think the current UP is fine, remember that development is winding down/complete. There is a Y line of 2 jungles in Bangladesh. Since they both lack a Plantation resource, there is no way to open land travel between Indo-China and India until Biology. This forces you to expand through Siberia and come down through Persia or continue east through the much more difficult Russia (General Winter and all). Everytime I play, I find it next to impossible to expand quickly enough because of the terrain in central Asia. It doesn't matter if you have 30 units in China if it takes you 20 turns to move them to the front lines. kairob Mar 07, 2007, 11:52 PM spam workers and build roads? Whitefire Mar 08, 2007, 12:48 AM That plus Serfdom, sure. I just think it would be a cool UP to go through jungles. kairob Mar 08, 2007, 04:08 AM It doesnt make sence for them though, although I still think they should have horse archers as thier own group, with a bonus to infantry and a negative against normal archer units and gunpowder units... mitsho Mar 08, 2007, 01:51 PM or you could just allow keshiks to enter jungle? kairob Mar 08, 2007, 02:11 PM but that makes no sence mitsho Mar 08, 2007, 02:12 PM but that makes no sence Hu cares? As long as it enhances gameplay... kairob Mar 08, 2007, 02:14 PM But I dont think it does tbh, I like doing the mongol one the long way around... Watiggi Mar 09, 2007, 02:25 AM Thats a pretty weak UP, I wouldn't want to have it if I was playing as the mongols.Hmm. Maybe 3 first strikes then? Or 4? How many first strikes would it need for it to be not so weak? Its a cool idea though for an ability their unique unit could have or something.That's good point. Never thought of that. El_Chimpo Mar 09, 2007, 05:17 AM Hard to say how many would make it worth it, its just its not all that often I see my units withdraw. But thats all to do with my playing style. Perhaps if you invested your unit upgrades into withdraw increasing skills it could be worth it but as far as I can see its not worth changing their UP. Its pretty cool as it is and suits the Mongols very well. Ghostofkuji Mar 09, 2007, 05:00 PM How about allowing them to withdraw when defending too? Or normal healing when in enemy borders? kairob Mar 09, 2007, 05:08 PM how about once they have defeated X number of units in a city (say 3) then the city and its remaining defenders surrender, working untill the descovary of gunpowder or some other tech, this would certainly make them start with a bang but struggle later on... Whitefire Mar 09, 2007, 05:10 PM All units start with a Mobility promotion? That will let the keshiks run through the desert. |
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