Unit Classes

Joined
Sep 28, 2008
Messages
402
Location
United States
Can you guys come up with some ideas, basically so i know which units we will need to make.

Come up with a counter system. Either way land or space we will need them.

Infantry:

Stinger (at infantry)| Exsample: Rocket Battledroid
Early Infantry| Exsample: Security Battledroid
Middle Infantry| Exsample: Battledroid
Adv Infantry| Exsample: Elite Battledroid, Super Battledroid
Elite| Exsample: Droideka, Commander Battledroid
Special (Optional for each civ)| Exsample: Desert Battledroid, Marine Battledroid, Guard Battledroid

dont have to put exsamples if you dont want to:), just know you guys want to help and this will help, because more opinons are wanted.
 
Well, there's a few ways we could do counter system. We could have City Def. v. City Att. v. Field Combat (like swordsmen are good at taking cities, archers defending and calvary non-city) or the rock paper sissors idea (Axe beats spear beats horse beats axe) or something more complicated (swords take cities, archers defend, horses pillage and do field, spears counter horses and beat archers while defending, swords while attacking cities, axes beat spears, etc.). Or just something else, but we should definetly work on counters first. I'm personally in favor of Def. v. Att. v. Field with an additional counter to field that looses to Def. and Att.. Any other opinions?
Also, in addition we must think of things to fill the rolls. Where does infantry go? Light Armor? Just a few things to think about.
(I hope that all made sense :p)
 
yeah def v att v field sounds good, maybe for each catagory and its inner catagories for each will be like rockpapersissors. And my inner like if its infantry units, would be regular infantry verse a special. And the regular catagory being infantry, mech, turrets, fighters and frigates.
 
I think some of this depends on how you plan on doing the map. Imo, the best way to use both space (sea) and ground (land) units would be if the map created 3x3 patches of land throughout the ocean with the center square a basic terrain type to build the cities on and the rest of the surrounding tiles the various terrain features of the planet. These tiles would not allow cities to be built one them to make sure the center tile was the one always used.

Coastal tiles would be workable giving 1 :hammers: and 1 :commerce: with possible resources like moons or asteroid fields.

I just realized that with no city on the "coast" there could be no interplanetary trade. Two possible solutions to this are:

a) Remove one tile from the 3x3 so the city was on coast. This sort of defeats part of my purpose for the 3x3 tile though(you have to take part of the basic planet land from ground troops before you can take the actual city).

b) Make the map function the same as the map in the Age of Ice scenario. There, all terrain is basically land but most units can't enter the water tiles. Then you just have to build Hyperlanes in between the planets. I don't know if the hyperlanes would allow units that aren't allowed to move on space terrain to be able to use the hyperlanes to move onto space or not.

I might just test this out when I get home tonight.
 
Reminds me of Empire Earth.

For instance,

Gun Cavalry -> Sword Cavalry
Sword Cavalry -> Field Piece & Infantry
Field Piece -> Halibrier (sp?) & Infantry
Infantry -> Halibrier (sp?) & Gun Cavalry
Halibrier (sp?) -> Gun Cavalry and Sword Cavalry

This system is kinda broken in that game, but it's essentially Rock Paper Scissors modified.
 
Ranos; There was some discussion about what you're is saying around the older SWM threads (our new acronym!). I would perfer just worrying about land for now and then adding space. Makes it alot easier.
Smartbluma; yeah, most RTSs use this, even though EE was one of the more complicated ones if I remember (and keeps on getting more complicated!).
T_KCommanderbly; Not sure what you're suggesting. Can you explain it a bit more?
 
Smartbluma kid has the idea basically a huge circle of different types of classes, and maybe a couple that cheat on that circle a bit but have a negative end to it also.
 
Smartbluma kid has the idea basically a huge circle of different types of classes, and maybe a couple that cheat on that circle a bit but have a negative end to it also.

Smartbluma kid? :crazyeye:

Anyways, if you want to make a rock-paper-scissors style combat, it's going to turn out very complicated by the end of time. It's going to be rock-paper-scissors-dynamite-water-fuse-uranium-oil or something.
 
I've attached a chart. Albeit messy, it shows my idea for Middle Ages combat.

The cycle is Swordman -> Spearman -> Sword Cavalry -> Ranged Cavalry -> Archer -> Swordman. Any unit gets an advantage against the two next in the list, but the second one is less of a bonus as the one before it.

For instance, Spearmen get a larger bonus against Sword Cavalry and a smaller bonus versus Ranged Cavalry.

On the chart I attached the green line is the better bonus and the blue line is the smaller bonus.

Edit:For modern combat I was thinking of something like this:

Infantry -> Artillery, Howitzer, Anti-tank
Anti-tank -> Armored Car, Tank
Tank -> Infantry, Armored Car
Armored Car -> Machine Gunner, Infantry
Machine Gunner -> Infantry, Anti-tank
Artillery -> Buildings and Cities
Howitzer -> Machine Gunner (Clearing out troops), Cities
 

Attachments

  • Possible chart.jpg
    Possible chart.jpg
    16.6 KB · Views: 65
That's looks good, but now we have to fit it for star wars. Based on your modern infantry idea, I'd say...

Infantry work well as Infantry
Anti-Tank I can't think of anything off the top of my head
Tank could be Armor or heavy armor
Armored car could be light armor or walker
Machine gunner, hmm, mayby an elite anti-infantry?
Artillery and Howitzer I'd combine into just artillery, with atributes from both

I'm no expert on Star Wars tactics, so I don't know how accurate it is.
 
here is modified list off of popcorn's

Infantry yeah infantry, same ground base combat
AT - Medium Mech, anti-vehicle
Tank - Heavy Mech, slow and expensive for excellent strength lacks verse air units
Armored Car - Light Mech/Walker, quick anti-infantry
MG - Elite, depends on civ like droideka, arc trooper
Artillery - Artillery, same

Marine - Marine, space operations and water assaults
Special - Special (?) just anything special like desert soldiers or something

Air/Space whole other story
 
Top Bottom