Thunderbrd
C2C War Dog
I have that with the unitcombat breakdown but what I need is really to chart them out by tech and by type (type in this case would be really a matter of their primary unitcombats such as Criminal, Strike Team etc) which would mean that some units would end up showing up in two places. What I need to do is get the land units evaluated in a very similar manner to the Naval Unit review.
I'm building that locally for the healers, law enforcement, criminal, strike team and ruffian units and in the process exposing the gaps I'd like to fill. It also exposes where there are intentional gaps that insist that the player also be strategically adaptive. It's coming along nicely and I can keep building on it with more core military unit types to be added to the review.
This is the First version of the Healer unit review that I've been building onto and adding to but at the moment only locally. I'll update this review on the google doc once I've got these current units under focus fully evaluated.
That said, I'm going to have numerous new units I'll need help with on the graphics. Would you like an early heads up as to what those units are so you and toffer can get working on those?
:
UNIT_WATCHER (Very Early Prehistoric Law Enforcement Unit) Uses its fists as its weapons.
UNIT_EXCILE (Very Early Criminal Unit) Probably uses a staff.
UNIT_ENFORCERS (Mid-Prehistoric Law Enforcement Unit) Uses a club.
UNIT_MEDICINE_MAN (Ancient Medical People Healing unit that upgrades from Healers and to Apothecaries)
UNIT_DOCTOR (Replacing the Surgeon and we're moving the Surgeon further down the tree. Doctors Offices give access to the Doctor.) (UNITCLASS_DR since UNITCLASS_DOCTOR is taken by the GREAT Doctor already.)
UNIT_BURGLAR (An Ancient Criminal upgrade to the Rogue) Uses daggers like Rogues.
UNIT_PATROLS (A Classical Age Law Enforcement Unit) Uses Maces.
UNIT_CUTTHROAT (Criminal/Ruffian Upgrade for the Assassin and for the Bandit Footpad in the Middle Ages) Uses a Dagger and Sword. On foot.
UNIT_SCOUNDREL (Criminal Upgrade to the Cutthroat in the Renaissance (opens up at Political Philosophy and Matchlock)) Uses a crude pistol and Scimitar. On foot.
UNIT_GUNFIGHTER (Criminal Upgrade to the Scoundrel at Rifling - Highwaymen and Outlaws are going to be adjusted to Ruffian Units. So this makes the Gunfighter something more directly opposing the Sheriff.)
UNIT_THUGS (Criminal Upgrade to Gunfighter - an Industrial Era bully criminal.)
UNIT_ROBBER (Criminal Upgrade to the Mobster Car - as in Bank Robber. A 50s/60s getaway driver.)
UNIT_POLICE_HELICOPTER (Nuff' said. The Ghetto Bird.)
UNIT_SMUGGLER (A border hopping 70s/80s Criminal Upgrade to the Robber)
UNIT_GANGSTER (As in Urban Gang banger. 90s/00's Gang Member type)
UNIT_MEDICAL_LAB_TECH (We could put him in a vehicle that is something of a mobile hospital no larger than a van. He's able to heal nearly anyone right on site by being capable of diagnosing and resolving nearly any medical issue with extremely advanced miniaturized medical equipment. (comes in at Bio-Informatics))
UNIT_SWAT_TEAM (Ultra-Modern Slightly Futuristic Full on Militaristic SWAT teams.)
UNIT_CYBERCRIMINAL (Slightly futuristic mix of Urban Gangbanger and techno-savvy Millennial)
UNIT_TECHNARCHIST (A cybernetic/cyberpunk style criminal as much man as machine - a Criminal for the LATE transhuman era.)
There may still be more to come but this would fill our gaps properly and give us a lot more balance to the mod progression. Stats in development now.
I'm building that locally for the healers, law enforcement, criminal, strike team and ruffian units and in the process exposing the gaps I'd like to fill. It also exposes where there are intentional gaps that insist that the player also be strategically adaptive. It's coming along nicely and I can keep building on it with more core military unit types to be added to the review.
This is the First version of the Healer unit review that I've been building onto and adding to but at the moment only locally. I'll update this review on the google doc once I've got these current units under focus fully evaluated.
That said, I'm going to have numerous new units I'll need help with on the graphics. Would you like an early heads up as to what those units are so you and toffer can get working on those?
:
UNIT_WATCHER (Very Early Prehistoric Law Enforcement Unit) Uses its fists as its weapons.
UNIT_EXCILE (Very Early Criminal Unit) Probably uses a staff.
UNIT_ENFORCERS (Mid-Prehistoric Law Enforcement Unit) Uses a club.
UNIT_MEDICINE_MAN (Ancient Medical People Healing unit that upgrades from Healers and to Apothecaries)
UNIT_DOCTOR (Replacing the Surgeon and we're moving the Surgeon further down the tree. Doctors Offices give access to the Doctor.) (UNITCLASS_DR since UNITCLASS_DOCTOR is taken by the GREAT Doctor already.)
UNIT_BURGLAR (An Ancient Criminal upgrade to the Rogue) Uses daggers like Rogues.
UNIT_PATROLS (A Classical Age Law Enforcement Unit) Uses Maces.
UNIT_CUTTHROAT (Criminal/Ruffian Upgrade for the Assassin and for the Bandit Footpad in the Middle Ages) Uses a Dagger and Sword. On foot.
UNIT_SCOUNDREL (Criminal Upgrade to the Cutthroat in the Renaissance (opens up at Political Philosophy and Matchlock)) Uses a crude pistol and Scimitar. On foot.
UNIT_GUNFIGHTER (Criminal Upgrade to the Scoundrel at Rifling - Highwaymen and Outlaws are going to be adjusted to Ruffian Units. So this makes the Gunfighter something more directly opposing the Sheriff.)
UNIT_THUGS (Criminal Upgrade to Gunfighter - an Industrial Era bully criminal.)
UNIT_ROBBER (Criminal Upgrade to the Mobster Car - as in Bank Robber. A 50s/60s getaway driver.)
UNIT_POLICE_HELICOPTER (Nuff' said. The Ghetto Bird.)
UNIT_SMUGGLER (A border hopping 70s/80s Criminal Upgrade to the Robber)
UNIT_GANGSTER (As in Urban Gang banger. 90s/00's Gang Member type)
UNIT_MEDICAL_LAB_TECH (We could put him in a vehicle that is something of a mobile hospital no larger than a van. He's able to heal nearly anyone right on site by being capable of diagnosing and resolving nearly any medical issue with extremely advanced miniaturized medical equipment. (comes in at Bio-Informatics))
UNIT_SWAT_TEAM (Ultra-Modern Slightly Futuristic Full on Militaristic SWAT teams.)
UNIT_CYBERCRIMINAL (Slightly futuristic mix of Urban Gangbanger and techno-savvy Millennial)
UNIT_TECHNARCHIST (A cybernetic/cyberpunk style criminal as much man as machine - a Criminal for the LATE transhuman era.)
There may still be more to come but this would fill our gaps properly and give us a lot more balance to the mod progression. Stats in development now.