Design a Unit 2 public poll

Which unit do you think should be added to FfH2?


  • Total voters
    118
  • Poll closed .
Well, I would have liked to see more "multiciv units" in the game, but I suppose it is more fun to make specific units for specific civs... I voted foreman.
 
Yeah, I should've entered a Chimera type creature, maybe it would have a high spawn rate on ownerless Hell tiles.

Edit: erm, that was a response to cvlowe.
 
I don't like the implementation of foreman as listed.

Let's see- I'm going to send my uber-workers into your territory to destroy your production (forests) while building free catapults I can use to pound your cities with.

Edit: maybe have the foreman "join" the catapult- similar to a great commander- and he can be unjoined later- disbanding the catapult. After all, a catapult requires a crew. Maybe even make it slightly better than a standard catapult, but it can not cross culture boundaries.
 
I don't like the implementation of foreman as listed.

Let's see- I'm going to send my uber-workers into your territory to destroy your production (forests) while building free catapults I can use to pound your cities with.

-ditto,
esp. since it only takes 3 turns for that catapult to be built and you are getting no travel time for that catapult. just to powerful for me.
 
i voted for the doppeldanger - how long would it take for the unit that wins to actually come into effect?
 
Voted for the animal pack. More animals about for cages the better, and the idea is very cool. Foreman, although a cool idea, makes siege workshops effectively obsolete. And, siege weapons always tended to be slow anyways in the real world. Gotta pick off those supply routes!
 
I see that there are not to many votes for it yet, but I think the harpooner would make a great addition. As they are now, the Lanun are one of my least favorite civs in the mod. This is unfortunate because their back story and flavor are cool, but the AI's poor use of naval units and the mods general lack of excitement on the high seas makes the Lanun a bit lame. There is already a whole forum thread talking about how to improve the seas to make the Lanun a more playable civ.

I think that the harpooner unit would add that unique flavor that would make the Lanun more fun. Being able to capture sea creatures like hunters capture animals sounds really cool. Perhaps the team could add a few unique buildings based off the different sea creatures as well to set the Lanun apart from their land loving neighbors. While all of the short list of units have a lot of potential, I think that the improvements the harpooner would make to a currently lackluster civ ecclipse the competition.
 
I voted for the ice basilisk because it's great to see more animal units, even if some of them are fairly rare (like the gorilla). I think the mechanic behind the ice basilisk, as described, will work better in game than the animal pack. There are already barrows and ruins, after all, and animal dens would be the same thing. But the ice basilisk is like another giant spider (my favourite animal unit!) only with a slim chance the unit might yet get away :goodjob: It'll add more suspense to tundra & ice scouting. Getting a reward for defeating them would make them sought after, too.
 
i like the ice basilisk mainly because i like the idea of more items to pass around. plus the idea of attaching freezing to cold damage, as currently most of the damage types are weaker than physical damage since theres plenty that resists them but nothing that resists physical damage.

animal dens would be a lot of fun tho too.
 
Sort of underwhelming to see so many narrowly-available units on the final list. TWO Lanun-only choices? TWO new Barbarian units? Only one unit intended for any civ? But what would I do if I didn't have something to gripe about?

I'm a little disappointed with the list as well; there were several units I liked that apparently weren't popular.

I like the animal pack, but I'm not sure that the shortage of mid-game animals wouldn't be better addressed by revising the animal spawn mechanics. Also, does every city need caged animals?

I like the Pirate unit, but I've always been unsatisfied with the fact that it couldn't upgrade into a more advanced naval unit, even after declaring nationality. The "blockade" mechanic is great, but it should only apply to water routes, and there is no reason why other ships wouldn't be capable of this. Maybe this should be implemented with a promotion available only to "fast" ships?

Spoiler :
As an aside, why not allow (experienced) Pirates who have Declared Nationality to upgrade into Frigates, Man o War, Galleons, or Queen of the Line? Getting a better ship and a formal military rank seems a fitting reward for their service to the country. Also, why don't Galleons upgrade into Queen of the Line?


The Doppelganger is a fun idea, but there seems to be too great an overlap with the Assassin role. I think it would be fantastic as civ-specific Assassin and Shadow units (Balseraph?) or limited to civs with the Hidden trait.

I like the Foreman concept, and I think it is more "realistic" for wooden siege equipment to be built near the location under siege (than the invading civs capital, which is often where Siege Workshops are built). However, if implemented as described-unless the Foreman is prohibitively expensive to build-there will be little motivation to build Catapults the old-fashioned way, and the unit balance at this point could be shaken a bit. I propose that Foremen are consumed in the process.

I like the idea of the Harpooner, but do we really need a new unit to accomplish this? Players are unlikely to build more than one or two, if any. Why not make a Harpoon promotion available to certain units? In any case, if a Harpooner unit is implemented, it should be strong against Beasts and Animals, but weak against other Naval units.

The Ice Basilisk is cool, but I think this should be a unique creature with a greater reward for defeating it. To my knowledge, their aren't many effects that do Cold damage presently.

The Puppet concept is neat, but why would anyone build them? What use are they?

I should also mention that the Dwarven Seer was selected by a team member, but I vetoed it because I wouldn't be able to implement it.

I hope there are plans for the Khazad to get a unit that can see Shadows, as they are forced to adopt OO in order to deal with them currently (and Shadows are usually the second Tier 4 unit the AI builds). I don't think it is necessary that the Dwarven Seer is "blind", and having to "cast" every turn to defend against Shadows is very, very tedious; why not just allow them to see invisible?
 
The Ice Basilisk is a great idea. Hopefully the pelt will make it in also. Given that presumably we are talking about a small group of Ice Basilisk's being a unit, not one, it might be interesting to allow a Ranger, Beastmaster, or Druid to capture it alive and cage it as a world wonder (requireing a grove and carnival) or use it to train a Basilisk Rider world unit.
 
I like all of these (to one degree or another). I chose Ice Basilisk largely because I think that a Freeze mechanic (whether or not it's the one described here) will add quite a bit to the game, and can be used elsewhere.

Frankly, although this was arguably beyond the scope of this exercise, I think the thing that would be most useful are mid-late game spawning animals or beasts.
 
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