Base Affinity Units - Making them cooler.

@ Galgus - once you have access to it, the PT is definitely overpowered - but it's positioned in such an awkward spot on the web that it balances it out for now. With changes to the web making the rest of the route stronger (either the affinity ones present in RT or further changes), it might be in need of nerfing, but it's not broken right now in my opinion.
 
True, and it's a bit similar to the rarely seen laser satellites in that regard.
 
Personally I think the Phasal Transporter is kind of overpowered, and should be replaced with a warp gate building for city to city movement.

Sort of kind of like the Airport in Civ 5.

That kind of maneuver is just too silly and easy for my tastes.

Given the fact Phasals only really become available in the late game, I think they're okay.

The main reason they are overpowered in human hands is only that the AI doesn't make good use of them to counter humans. If the AI made good use of them against human players, the counter-weight in speed it would give the AI would be pretty balanced and keep us on edge rather than merely acting as a mop for your own invasions against the A.I.

Phasals are marvelous catalysts for speeding up domination victories if you are already winning, and that's not necessarily a bad thing. The better thing though, would be if you were constantly nervously watching the orbital layer to make sure the AI wasn't plopping them down to move troops against you. They should be a catalyst for speeding up conquest *both* ways--the A.I. against humans as well as humans against the A.I. factions.

I haven't played multiplayer though. Folks out there who play multi-player, do you think Phasals are unbalanced in human versus human violence?
 
Um, no they don't? That's only in the Supremacy affinity, who get's half the strength of the others to compensate. Purity has nothing of the sort.

As for making it more accessible not encouraging it's use, I can say it would do more to encourage it's use than adding a mechanic that's too complicated. If it's out of the way and difficult to use to it's fullest extent, it simply won't see anywhere near as much play compared to if it's easy to access, easy to use, assuming it stays balanced for both.

Um, yes they do? Purity has the combat bonus for ranged units when in a city. The AEGIS has the same perk at level 2.

Perk choices:

+60% inside a city
+40% attacking wounded units

And how is it complicated? I just said the withdraw would like the Incan UU unit. The withdraw concept is not new and to cut the randomness of it in civ 5, my idea solves that while not making it OP. I also added a limit regarding flanking.
 
Phasal transporter. Am I the only one that loves those things? Especially as supremacy with coverage over Firaxite.
All you need to do is take one city with your ships/hover tanks, or extend your orbital coverage out far enough (now possible with that new satellite in the other thread) and you can insta-tele 7 units right next to an enemy city. you don't need to bother if they've settled near firaxite and you have a few points in supremacy.
I know, like most of the unused things, it's on an out-of-the-way tech that's probably not worth the cost, but if late game became a thing like you said then it might arguably see more use.

Also, having 2 attacks and half strength is better against units. Because, the first attack does damage, and then the next attack does more damage because the enemy's strength scales down when they're damaged. Plus, you might be able to get an optional which is bonus against damaged units.
I'd actually forgotten these things existed, so please forgive my comments on any of those issues. It might need to be a more general tech though (RT with a water focus may fix this anyways)
 
Um, yes they do? Purity has the combat bonus for ranged units when in a city. The AEGIS has the same perk at level 2.

And how is it complicated? I just said the withdraw would like the Incan UU unit. The withdraw concept is not new and to cut the randomness of it in civ 5, my idea solves that while not making it OP. I also added a limit regarding flanking.

I was referring to the ability to attack twice in a turn - that is Supremacy gunner only, and the Aegis, meaning it already has something special.

As to the mechanic, I wasn't referring to the ability to withdraw, but the fact that you seemed to suggest it had some number of 'withdraw points' that had to be kept track of. That is where the unit might get more complicated than it needs to be.
 
Back
Top Bottom