Problems of recon promotions:
Bottom line: same old problem – conflict of double movement and ignore terrain cost. (3 tiles in flat land vs 6 tiles in forest for recon Units)
Top line: Survivalism I, II, III + Medic I, II = immortal Units (30-35HP heal every turn) which never used by AI –a game feel less fair. More than that – with this pack of Promotions Unit’s heal rate in friendly territory is lesser (25) than outside – that’s weird.
Common problems: Recons have few promotions in Total. Current Recon Promotions don’t look like line of Special Forces (Guess they supposed to be kind of Elite). Personally I believe they should resemble Rambo-like characters, Ninjas, Special Agents and other cool things.
So, the Main part of Proposal:
All Recon Units lose the ability to "Ignore terrain Cost". All other changes are mainly related to recon tree promotions. However, some of them affect abilities / movement points of some recon Units
Bottom Line: These changes help to get rid of movement conflict by excluding "Ignore terrain Cost" and maintaining double movement in some terrains. Separation of Land and Water promotions in bottom line make it more structural. Additionally, bonuses for combat in land are deleted to make these line more about non-combat game
Top Line: Now top line is mainly about effective Combat, Protection from enemy Units and also about support role of Special Forces. Healing every turn now available in Central lines as ordinary March
Central Line: With new Central line even AI can create a healing machine, though now healing is only 20-25 per turn (same for own and neutral territory). Air Defense is added because it was not clear for me why Recons don't have this line even though they are used in late warfare and moreover know planes really well (Paratroopers)
Scavenger and Units change: That's not fun if your Unit is designed to pillage but can't do it fast enough. Therefore it is proposed to add no movement cost to pillage to scavenger. Units changes: additional movement is needed cause with proposed changes recon Units should become slower than before. Replacing amphibious with new "Frogman I" is just an attempt to avoid same effects from different promotions
I understand that it's too huge change. Also I know that there could be problems with implementation of some promotions. Therefore, any Counterproposals would be great. It's also ok, if the Proposal ends up being split.
Bottom line: same old problem – conflict of double movement and ignore terrain cost. (3 tiles in flat land vs 6 tiles in forest for recon Units)
Top line: Survivalism I, II, III + Medic I, II = immortal Units (30-35HP heal every turn) which never used by AI –a game feel less fair. More than that – with this pack of Promotions Unit’s heal rate in friendly territory is lesser (25) than outside – that’s weird.
Common problems: Recons have few promotions in Total. Current Recon Promotions don’t look like line of Special Forces (Guess they supposed to be kind of Elite). Personally I believe they should resemble Rambo-like characters, Ninjas, Special Agents and other cool things.
So, the Main part of Proposal:
All Recon Units lose the ability to "Ignore terrain Cost". All other changes are mainly related to recon tree promotions. However, some of them affect abilities / movement points of some recon Units
Spoiler Proposed Promotion Tree :
Spoiler Current state of promotions affected by changes: :
Trailblazer
+10% CS outside friendly territory
Double movement in Forests/ Jungles
Trailblazer II
+10% CS outside friendly territory
Double movement in Desert/ Snow
Ignore ZoC
Trailblazer III
+10% CS outside friendly territory
Can Embark, enter Mountains, use enemy roads/railroads
Frogman (requires Railroad)
no combat penalty for attacking from sea or over rivers
1 movement to embark or disembark
Scouting III
+1 movement
Survivalism I
25% CS when Defending
+5HP outside friendly territory
Survivalism II
25% CS when Defending
+5HP outside friendly territory
Survivalism III
Heal every turn even if performs action
No movement cost to pillage
Scavenger
Gain 5 XP when pillaging improvements
Commando
Can Withdraw from Melee
+10% CS outside friendly territory
Double movement in Forests/ Jungles
Trailblazer II
+10% CS outside friendly territory
Double movement in Desert/ Snow
Ignore ZoC
Trailblazer III
+10% CS outside friendly territory
Can Embark, enter Mountains, use enemy roads/railroads
Frogman (requires Railroad)
no combat penalty for attacking from sea or over rivers
1 movement to embark or disembark
Scouting III
+1 movement
Survivalism I
25% CS when Defending
+5HP outside friendly territory
Survivalism II
25% CS when Defending
+5HP outside friendly territory
Survivalism III
Heal every turn even if performs action
No movement cost to pillage
Scavenger
Gain 5 XP when pillaging improvements
Commando
Can Withdraw from Melee
Spoiler Proposed changes (bottom line): :
Trailblazer I:
+1 Movement
Trailblazer II:
Double movement in Forests, Jungles, Snow, Desert and Hills
Trailblazer III:
Can enter Mountains and heal there
3 tiles paratroop with Glider from Cities, Mountains and Hills at cost of 1 movement point
Trailblazer IV:
invisible to non-adjacent Units in land
Can enter rival territory without open borders and use rival roads/railroads
Frogman I (requires Trailblazer I)
Crossing a river cost 1 Movement
No penalty attacking over a river
Double movement in Marshes, Rivers
Frogman II
Can embark
1 movement to embark / disembark
No penalty attacking from ocean
Frogman III (requires Dynamite tech to be chosen)
Unit is Invisible and have +100% Defense when Embarked
Gain range attack on naval Units with 200% of CS when Embarked
Scouting I (same as before but requires Trailblazer I)
+1 Sight
Scouting II (same as before)
+1 Sight
Mines I (requires Trailblazer II)
Enemy Land Units lose 1 Movement and have -10% CS if start the turn in adjacent tiles
Mines II (requires Dynamite tech to be chosen)
Enemy Land Units lose 2 Movement and take 10 Damage when entering adjacent tiles at their turn
Immune to Mines II effect
Commando (require Trailblazer III)
Can Withdraw from Melee
+25% Defense against ranged attacks
+1 Movement
Trailblazer II:
Double movement in Forests, Jungles, Snow, Desert and Hills
Trailblazer III:
Can enter Mountains and heal there
3 tiles paratroop with Glider from Cities, Mountains and Hills at cost of 1 movement point
Trailblazer IV:
invisible to non-adjacent Units in land
Can enter rival territory without open borders and use rival roads/railroads
Frogman I (requires Trailblazer I)
Crossing a river cost 1 Movement
No penalty attacking over a river
Double movement in Marshes, Rivers
Frogman II
Can embark
1 movement to embark / disembark
No penalty attacking from ocean
Frogman III (requires Dynamite tech to be chosen)
Unit is Invisible and have +100% Defense when Embarked
Gain range attack on naval Units with 200% of CS when Embarked
Scouting I (same as before but requires Trailblazer I)
+1 Sight
Scouting II (same as before)
+1 Sight
Mines I (requires Trailblazer II)
Enemy Land Units lose 1 Movement and have -10% CS if start the turn in adjacent tiles
Mines II (requires Dynamite tech to be chosen)
Enemy Land Units lose 2 Movement and take 10 Damage when entering adjacent tiles at their turn
Immune to Mines II effect
Commando (require Trailblazer III)
Can Withdraw from Melee
+25% Defense against ranged attacks
Spoiler Proposed Changes (top line) :
Survivalism I
+15% Combat Strength
Ignore ZOC
Survivalism II
+25 HP
Fight at full Strength even when damaged
Survivalism III
-5 Damage from all sources
Once in a turn can survive at 1 HP before got finally destroyed
Engineering I (requires Survivalism I and Engineering tech to be chosen)
+50% Combat Strength vs Cities
Engineering II (requires Engineering tech to be chosen)
+20% attack Cities to this and adjacent Units
Engineering III (requires Engineering tech to be chosen)
+20% Defense to this and adjacent Units
Living Shield (requires Survivalism II)
After killing an Enemy gain immunity to next attack on this Unit
Gas Attack (requires Military Science tech to be chosen, requires Survivalism III)
+15% when attacking.
Damaged Land Units have 5 turns status -2 Movement point and lose 5HP per turn.
Screening (no change from standard, requires Survivalism III)
+10% Flanking bonus
Count twice for flanking in combats not involving this Unit
Infiltrators (no change from standard, requires Survivalism III)
15% CS outside,
15% attack on wounded,
10% CS if not adjacent to owned Units
Cover I (no change from standard, requires Survivalism I)
+25% Defense against ranged attacks
Cover II (no change from standard)
+25% Defense against ranged attacks
+15% Combat Strength
Ignore ZOC
Survivalism II
+25 HP
Fight at full Strength even when damaged
Survivalism III
-5 Damage from all sources
Once in a turn can survive at 1 HP before got finally destroyed
Engineering I (requires Survivalism I and Engineering tech to be chosen)
+50% Combat Strength vs Cities
Engineering II (requires Engineering tech to be chosen)
+20% attack Cities to this and adjacent Units
Engineering III (requires Engineering tech to be chosen)
+20% Defense to this and adjacent Units
Living Shield (requires Survivalism II)
After killing an Enemy gain immunity to next attack on this Unit
Gas Attack (requires Military Science tech to be chosen, requires Survivalism III)
+15% when attacking.
Damaged Land Units have 5 turns status -2 Movement point and lose 5HP per turn.
Screening (no change from standard, requires Survivalism III)
+10% Flanking bonus
Count twice for flanking in combats not involving this Unit
Infiltrators (no change from standard, requires Survivalism III)
15% CS outside,
15% attack on wounded,
10% CS if not adjacent to owned Units
Cover I (no change from standard, requires Survivalism I)
+25% Defense against ranged attacks
Cover II (no change from standard)
+25% Defense against ranged attacks
Spoiler Proposed Central lines (already existing promotions) :
Medic I, II / March (no change from standard)
Air Defense I, II, III (no change from standard)
Air Defense I, II, III (no change from standard)
Spoiler Scavenger promotion change and Recon Units changes: :
Scavenger: Gain 5 XP when pillaging improvements + No movement cost to pillage.
Commando: Trades “Commando promotion” for Scavenger buff
Paratrooper: Trades “no movement cost to pillage” for Scavenger buff, gain 3 movement
Special Forces and XCOM Squad – New “Frogman I” instead of Amphibious, gain 3 movement
Commando: Trades “Commando promotion” for Scavenger buff
Paratrooper: Trades “no movement cost to pillage” for Scavenger buff, gain 3 movement
Special Forces and XCOM Squad – New “Frogman I” instead of Amphibious, gain 3 movement
Spoiler Rationale :
Bottom Line: These changes help to get rid of movement conflict by excluding "Ignore terrain Cost" and maintaining double movement in some terrains. Separation of Land and Water promotions in bottom line make it more structural. Additionally, bonuses for combat in land are deleted to make these line more about non-combat game
Top Line: Now top line is mainly about effective Combat, Protection from enemy Units and also about support role of Special Forces. Healing every turn now available in Central lines as ordinary March
Central Line: With new Central line even AI can create a healing machine, though now healing is only 20-25 per turn (same for own and neutral territory). Air Defense is added because it was not clear for me why Recons don't have this line even though they are used in late warfare and moreover know planes really well (Paratroopers)
Scavenger and Units change: That's not fun if your Unit is designed to pillage but can't do it fast enough. Therefore it is proposed to add no movement cost to pillage to scavenger. Units changes: additional movement is needed cause with proposed changes recon Units should become slower than before. Replacing amphibious with new "Frogman I" is just an attempt to avoid same effects from different promotions
I understand that it's too huge change. Also I know that there could be problems with implementation of some promotions. Therefore, any Counterproposals would be great. It's also ok, if the Proposal ends up being split.