Custom Units

Bigron55

Chieftain
Joined
Oct 21, 2004
Messages
6
I dont know if this has been posted before so sorry if it has. one thing i hate about the game is for Example if Im america and your japan and we go to war and were fairly close in tech then the war is going to be rifleman vs rifleman or gurilla vs gurilla boring we should be able to name them and have choice in some of his abilities at least be able to choose how much Attack Movement and Defence this will also effect cost. Each unit has a base Ranking and for example in that war say japan is on the defence then America might add to Movement and japan might add for Defence. This will Make War in the game better IMO.
 
Bigron55 said:
we should be able to name them
Actually, you can do that (in C3C, at least) There is some button at the bottom to rename the units.

As far as movement bonuses, attack/defense bonuses, those would be too hard to implement. They might be practical for 1 vs 1 combat, but SODs of 40+ units, with artillery, armies, the whole works, that would be too much to do as far as the player is concerned.
 
sealman said:
You can change all this in the editor.
I think he's talking about changing the stats temprarily for the one battle or war. Unless, of course, I'm mistaken. :hmm:
 
Flintlock said:
I think he's talking about changing the stats temprarily for the one battle or war. Unless, of course, I'm mistaken. :hmm:


If so, why would a unit's stats change from one war to another? (the question is directed to Bigron)

If you want an Infantry to have a higher movement when you are the attacker, imnplement an APC or Jeep/tuck unit with the ability to carry foot soilders.
 
I dont know if anyone has played Superpower kinda of an incomplete game but a few things i did like was the units and how you could create them for example the player will be given sertain options a new screen such as the Editior would Allow Air/Land/sea then A-D-M etc, this would be set once your desighn is finished then it could go into production all these options would raise cost with new tech come new options, such as stealth airdrop etc.

The unit animations would be the defaults, all you would need is a unit desighn screen once you create a unit desighn its now set, you might allow the option of upgrade but this would be expensive if say you had 100+ unit and upgraded that desighn. These option would open the game to Military minded gameplayers who could desighn sertain units fitting the situation or terrain.
 
I think he's asking for something like the unit workshop from SMAC. If so, I disagree. While it is fun at first, you will likely be able to outdesign the AI (I know i could in SMAC). Eventually (after a few games), you will have designs that you nearly always build. At this point the whole process becomes a no-brainer.
 
Well i c what you are saying, but this is a problem that the desighners would have to adress. What im trying to get is to make the player decide do i build a weaker unit and mass produce them or a strong unit and less of them. To the point where if you add certain things this greatly increases the cost in turn you would have to build a grunt unit and a special unit and elite units using the same idea as modern warfare like Army and special forces and how to use them together rather that just ultamatley building the strongest unit with all the options.
 
I disagree with teh UW idea, but think their should be the idea of 'better' and 'worse' units. This would espeically help make an arms industyr important, since everyone would like an Abrhams.

First, they need to multiple all the stast(including movement) by at least 10. Then gradients are more distinguishable.
Second, now all unit evolution follows tactical 'classes' and those units evolve as units in that tactical role.
Thirdly, new technology might improve a particular class. Usually in these situations you have a choice in implementation how to improve the class relatively. This might be a choice between 'mobility' and 'attack'.

The combat system would also be modified a little bit. Now that movement is seperated into 10s(each 10 would be 1 square on the map, so 8 would be 1 spt and 12 would be 2spt). Movement would determine how easily retreats occur and possible bonuses in open terrain(if you were way faster).
Also, because of this new movement model, there would be a couple extra options when you choose your attack move. First their would be skirmish, which is fight till you take damage and then fall back. This would be good for fast archer types. Next, for cavalry and armour units, there is breakthrough. This would only apply if there was enough MP. This risky attack will carry the cavalry units past the current line. Infantry who then fill the gap push the defenders automatically to either side.
 
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