April 26, 2002, 19:50
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#1
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Chieftain
Local Time: 15:38
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 76
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New Marine Ability Idea: Land + Move
Instead of the calls for "boosting the A/D" of Marines... I was thinking that they needed something else. Why not give them the ability to move off of a transport without using their movement point? In other words, let them be able to attack / move after they've landed. I think this would add usefulness to the unit, and make us all think a little bit more. I don't think the realism nazis could really complain.
What do you think?
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April 26, 2002, 20:25
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#2
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Deity
Local Time: 17:38
Local Date: October 31, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
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They can. After the other Marines first take the city they are targeting for invasion.
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April 26, 2002, 23:03
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#3
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Chieftain
Local Time: 15:38
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 76
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Obviously. I'm not talking about invading cities. I'm not talking about attacking directly from a transport... I'm talking about moving to any square off of a transport without using up the attack/movement. i.e. landing, and then having the ability to do something (move to a more secure location, attack further inland, etc)
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April 27, 2002, 08:43
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#4
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Prince
Local Time: 00:38
Local Date: November 1, 2010
Join Date: Nov 2001
Location: In front of my computer.
Posts: 512
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Quote:
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Originally posted by SirSebastian
Obviously. I'm not talking about invading cities. I'm not talking about attacking directly from a transport... I'm talking about moving to any square off of a transport without using up the attack/movement. i.e. landing, and then having the ability to do something (move to a more secure location, attack further inland, etc)
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Give them "treat all square as road" or a second movement point.
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Science without conscience is the doom of the soul.
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April 27, 2002, 10:38
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#5
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Local Time: 10:38
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Skanky Father
Posts: 16,530
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I don't think giving them an 'extra' move would help them to be a more useful unit. They would still be weak, but just more mobile initially.
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I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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April 27, 2002, 12:52
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#6
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Deity
Local Time: 02:38
Local Date: November 1, 2010
Join Date: Sep 2000
Location: Latvia, Riga
Posts: 18,355
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I've tuned Marines up a little bit by giving them an attack of 12. Now in the 1.21 game I consider giving them a HP bonus, too, to make the Marine some kind of a Special Forces unit for fighting in field even during late game.
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Solver, WePlayCiv Co-Administrator
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April 27, 2002, 13:13
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#7
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Deity
Local Time: 17:38
Local Date: October 31, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
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Has anybody flipped the 'Wheel' switch for Tanks, ModArmour and MechInf? If so, how does it play?
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April 27, 2002, 13:46
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#8
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King
Local Time: 18:38
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Constantly giggling as I type my posts.
Posts: 1,735
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Quote:
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Originally posted by Solver
I've tuned Marines up a little bit by giving them an attack of 12. Now in the 1.21 game I consider giving them a HP bonus, too, to make the Marine some kind of a Special Forces unit for fighting in field even during late game.
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I to, have given them more attack. Although, my version is weaker, since it's a 10/10 unit. I gave them a 2 movement.
I tried giving some worker abilities, such as building forts, but it didn't work as I expected.
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