Cruxader Intermediate

Joined: 06 May 2008 Posts: 217 Location: Your hot sister's closet.
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Posted: Tue Dec 13, 2016 10:57 am Post subject: Removal or Tweaking of redundant units |
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Read my original post here: http://forum.mobrulestudios.com/viewtopic.php?t=15776
I'll keep this post short. This is much less of a problem than it used to be because of the addition of on unit actis to most of the intermediate units. Before the differentiation of the intermediates, there were plenty of units that were essentially the same. Now, while there are less of them, there are still a few units in the game that are very similar and should either be removed or tweaked.
The Takagi and Bowman Mekas are good examples, as are most of the Utility Vehicles and Ore Transports.
Personally, I prefer the idea of tweaking. I mentioned in a previous post about giving all simple units a unique, weak, non-stacking, support-oriented, “special ability”. This, again, would need to be coupled with a decrease in simple unit CE and adjusting the Mods CE – both of these were also discussed in their own posts. Putting all of these things together would solve much of the problem with what remains of redundancy.
I think it would be prudent to have a closer look at some of the intermediate units as well to gauge if they are in need of some tweaking to avoid having similar units.
The vast majority of Advanced and Elite units are probably diverse enough, so they're probably good to leave alone. Outside of possibly going through and balancing some things and what was mentioned in previous posts about increasing CE and Mod adjustments.
Obviously you can't make every unit 100% unique, but it would be nice to have the ability to be a little more creative with every unit in the game. _________________ Chuck Norris does not read the Drop-Shock wiki, he stares it down until he gets the information he wants. |
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