Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: Illidan Stormrage on June 13, 2017, 10:51:37 AM

Title: New ground unit ideas
Post by: Illidan Stormrage on June 13, 2017, 10:51:37 AM
so I thought for a while about 4 possible new ground units.

1. motars
type: infantry
description: fires a artillery shell into the air and does a lot of damage to infantry. sets up like a eweb gun.
Factions: Any faction can have them, but I think they would be great for the EOTH as I know Corey wants to redo the hand's ground forces

2. fanatics
type: infantry
description: when deploy it is two characters with bombs strap to their chests they are really design to blow up buildings and heavy vehicles.
factions: Really just the NR.

3. flametroopers
type: Infantry
Description: carries a short range weapon that does amazing damage to infantry but really weak against vehicles.
Factions: All

4. http://starwars.wikia.com/wiki/SD-9-series_battle_droid
(read it)
Title: Re: New ground unit ideas
Post by: GreyStar on June 13, 2017, 11:24:56 AM
We could give ensalved aliens bombs to their chests or prisoners with thermal detonator collars as the IR and PA versions of the non-canon fanatic. Except these units would be pseudo-canon.
Title: Re: New ground unit ideas
Post by: Bucman55 on June 13, 2017, 12:07:40 PM
We could give ensalved aliens bombs to their chests or prisoners with thermal detonator collars as the IR and PA versions of the non-canon fanatic. Except these units would be pseudo-canon.
I don't know about for the PA. Maybe Eriadu or Maldrood.
Title: Re: New ground unit ideas
Post by: Slornie on June 13, 2017, 12:51:02 PM
Or Zsinj - he did have brainwashing programmes to produce sleeper agents to infiltrate the NR military.
Title: Re: New ground unit ideas
Post by: thdhted on June 13, 2017, 07:32:01 PM
Honestly, the fanatics idea sounds PERFECTLY suited to the Yvethans. They're fanatical enough to do it in the first place, and their pilots were known for suicide bombing.
Title: Re: New ground unit ideas
Post by: Jesse220 on June 14, 2017, 02:08:10 PM
1. New Republic Walkers

2. Imperial Remnants New Star Destroyer

3. More ships for the Empire of the hand
Title: Re: New ground unit ideas
Post by: Helix345 on June 14, 2017, 02:42:41 PM
I don't think that the nr, with there emphasis on preserving life, would use fanatics. As for the imperial version, that's something I could definitely see.
Title: Re: New ground unit ideas
Post by: t78 on June 14, 2017, 04:35:11 PM
The SD-9 and the SD-10 provide an interesting tech-progression. Say, SD-9 for eras 1-2, joined by the tougher 10 in era 3. Perhaps something tech-heavy Eriadu might use if they conquer Balmorra?

What would make them different from other units though? The ability to swap weapon loadout? Perhaps a limited ability too take cover like infantry?



Any chance of sentinals for era 3? Perhaps not buildable, but occasionally spawned at Byss. Lowers effectiveness of enemy troops (and sometimes your own) due to the fear factor.
http://starwars.wikia.com/wiki/Imperial_Sentinel
Title: Re: New ground unit ideas
Post by: tlmiller on June 14, 2017, 08:44:36 PM
With the XR-85, there's less than no reason to have another heavy unit in Era 3+.  Unless the team moved XR-85's to other factions and gave the SD series to the IR proper.
Title: Re: New ground unit ideas
Post by: Rogue66X on June 15, 2017, 12:07:29 AM
What really needs to be done is find a way to where infantry become a bigger part of battles besides being used to capture landing zones
Title: Re: New ground unit ideas
Post by: tlmiller on June 15, 2017, 12:21:28 AM
What really needs to be done is find a way to where infantry become a bigger part of battles besides being used to capture landing zones

They've been working on trying to make infantry have more usefulness, but without making them OP'd, it's rather hard.
Title: Re: New ground unit ideas
Post by: Impyness on June 15, 2017, 09:35:43 AM
I was instantly reminded of this http://starwars.wikia.com/wiki/Ewok_Handler

Title: Re: New ground unit ideas
Post by: t78 on June 15, 2017, 12:29:48 PM
Infantry generally do city fighting whilst vehicles fight in open country.

With that... what if cities had small spaces and walkways only infantry could fit along, whilst every building could be occupied like a bunker? Infantry go 'house to house', and if an enemy infantry group is in a neighbouring house they fight it out? Essentially two bunkers firing at each other. Such buildings cannot be destroyed, but once their health bar is at zero, the infantry are forced out (most killed in this process) and the building gets reset to full health.
Title: Re: New ground unit ideas
Post by: Illidan Stormrage on June 16, 2017, 07:01:07 PM
I also think that making units that tie in to modern infantry like light mortar teams, flame troopers, Suicide bombers(like the fanatics from command and conquer Tiberium Wars )
Title: Re: New ground unit ideas
Post by: Laimis on June 18, 2017, 05:21:55 PM
finally something interesting: Balmora droids, should be nice, like dark troopers:
Title: Re: New ground unit ideas
Post by: Rogue66X on June 19, 2017, 02:13:44 AM
that's another thing to alot of galactic armies used droids in there armies, wouldn't it be possible that imperials would be forced to use droids to fill out there ranks a bit or at least for support and no i am not suggesting you add cis droids (i absolutely hate those things)
Title: Re: New ground unit ideas
Post by: Rogue66X on June 19, 2017, 02:26:31 AM
well i have another idea in real life there are sniper rifles that are capable of piercing light and medium armor on vehicles is there anything that in star wars and if there was it probably wouldn't pierce an at-at
Title: Re: New ground unit ideas
Post by: Corey on June 19, 2017, 11:02:14 PM
We have no plans to do any of those droid types. They're very rare and obscure, don't really offer that much functionally, and with the limited amount of infantry we have the resources to make, we have much better options. As far as stuff like snipers, we're trying to diversify infantry functions a bit, but the problem with snipers when we've done them in the past is that units don't account for terrain differences while targeting, which gets more problematic the farther away they get. Most times, snipers tend to just shoot the ground.
Title: Re: New ground unit ideas
Post by: Rogue66X on June 20, 2017, 01:14:57 AM
For the shadow hand gc would it be possible for palpatine to train dark jedi???
Title: Re: New ground unit ideas
Post by: Jesse220 on June 22, 2017, 04:35:38 PM
A new Tie Walker for the Imperials perhaps?
Title: Re: New ground unit ideas
Post by: Laimis on June 26, 2017, 02:31:21 PM
hi, ICW is good, but more trooper variants should be interesting to play.in your mod infantry is really easy to kill.
Title: Re: New ground unit ideas
Post by: Rogue66X on June 28, 2017, 06:18:54 PM
What I would really like to see are field commanders be reinstated they help a lot in the normal game if they would added to army's they could bring the extra power that some factions need on the ground really badly,  the new republic relies on infantry and light vehicles really heavily and can't really hold there own in a fight against heavy imperial armor, yes I understand that field commanders would be hard to find for the empire since they would try and kill each other off for better ranks and so on, so they would be limited on officers. The new republic on the other hand would have a massive influx of officers ready to take charge whether or not they are defectors or glory seekers. Heck if you could give the Jedi knights a field commander bonus I could see them leading armies into battle, and yes I understand this would be a long shot but we all know that ground combat needs rebalancing.
Title: Re: New ground unit ideas
Post by: tlmiller on June 28, 2017, 06:42:27 PM
Problem with Field Commanders is that the AI liked to spam them.  YOu'd be attacked by 75 pop fleets that had 75 field commanders and could be defeated by 2 squads of AT-PT's.
Title: Re: New ground unit ideas
Post by: Rogue66X on June 28, 2017, 08:42:03 PM
There's has to be a way to prevent it though you put a limit on the amount you train though and either way when does the he ai ever attack you with and bigger than 15 to 20 ground units at most
Title: Re: New ground unit ideas
Post by: tlmiller on June 28, 2017, 08:54:48 PM
AI ignores limits.


I remember multiple times Corey attempted to fix the Fleet/Field Commander problem, and it was never fixed.  Space fleets would be a few frigates with dozens of fleet commanders, and ground fleets would be simply just dozens of field commanders.  That's why they're not there, they finally just gave up on fixing the issue and went with heroes being your fleet/field commanders.
Title: Re: New ground unit ideas
Post by: Rogue66X on June 28, 2017, 10:39:03 PM
Well the new republic relied on infantry and light vechicles and a few medium armored vehicles. Surely they had some kind of mechanized unit that could handle the empires heavy hitters like a heavy infantry carrier with some kind of point defense armourment that can deal some damage to atats
Title: Re: New ground unit ideas
Post by: Corey on June 28, 2017, 11:01:15 PM
Nope. Balance doesn't mean each side has access to the same types of things, though, much like with their reliance on smaller capital ships- they can accomplish the same things, but they use different means to do it.
Title: Re: New ground unit ideas
Post by: Jesse220 on June 29, 2017, 05:22:02 PM
The New Republic could use walkers bigger, and tougher thank the imperial AT-AT.
Title: Re: New ground unit ideas
Post by: Rogue66X on June 30, 2017, 03:16:44 AM
Giving the new republic walkers wouldn't fit in since they relied on light armored and medium armored vehicles
Title: Re: New ground unit ideas
Post by: Pali on June 30, 2017, 06:09:09 AM
No faction should be strong in every area.  The NR has decently well-rounded ground units and great heroes with excellent air units.  The PA, IR, and EotH armies have their strengths balanced in other ways - the IR has very heavy ground units, the PA similar but slightly faster, weaker and cheaper versions, while the Hand is focused on mobility and alpha strikes (relatively high firepower and speed, low durability).  All of them are capable of slaughtering their enemies, you just have to employ them differently to do so effectively.
Title: Re: New ground unit ideas
Post by: Jesse220 on June 30, 2017, 04:45:06 PM
Giving the new republic walkers wouldn't fit in since they relied on light armored and medium armored vehicles

Well it has to work.
Title: Re: New ground unit ideas
Post by: Rogue66X on July 01, 2017, 04:34:48 AM
I was wondering if it might be possible to add infantry that have flame throwers to the game. ( am I the only one invisioning imperial troopers burning rebels soldiers and civilians to a crisp)
Title: Re: New ground unit ideas
Post by: kucsidave on July 01, 2017, 06:12:00 AM
In theory it is possible(just in theory because of the balance value of the thing. It is extremely hard to not make it either OP or useless, though I believe it is possible to do so)
Xizer and I did plan it, and he might really do it, but not for the Imperials.
Title: Re: New ground unit ideas
Post by: Rogue66X on July 01, 2017, 01:52:02 PM
Ok in the 3rd era when palpating goes on to the ground can we get a couple units of royal guard as assistance
Title: Re: New ground unit ideas
Post by: Snafu3 on July 08, 2017, 01:45:39 AM
am I the only person that tends to auto-resolve most ground battles? I can't stand them in this game, they get so tedious..
Title: Re: New ground unit ideas
Post by: t78 on July 08, 2017, 02:50:13 PM
Ah, ground battles! So good if they work out well, so bad if they don't.

I always imagine that things would go better if all units were grouped together by the Ai, attacking all at once. When that happens it is quite intense.

Of course, the maps are very large (and very interesting) meaning that a defence in dept can work too. Sadly, you can't code the Ai to hold back units some times and use them all at once at other times... I presume?

When the Ai attacks me all at once ground battles are very enjoyable!

I do wonder if lowering the accuracy of infantry/ anti-infantry weapons would help. Make fights a bit slower than the current quick draws.
Perhaps they could automatically crouch when attacked/ attacking, massively increasing their defence rating. Grenades then force them to stand up/run a small distance, which lowers their defence rating massively.

Or they could have an excellent 'front' armour value when crouched, but also have a very bad 'rear' value, which encourages flanking. *shrugs*
Title: Re: New ground unit ideas
Post by: tlmiller on July 08, 2017, 06:20:58 PM
Towards the end of games when income isn't an issue, I do have a tendency to start auto-resolving ground games.
Title: Re: New ground unit ideas
Post by: Snafu3 on July 09, 2017, 06:06:25 PM
even at the start of a GC I find that if I invade with overwhelming force, auto-resolve doesn't even lose that many troops for me. only time I play out a ground battle is if it's one of my planets being attacked and it's strategically important enough to micromanage its defense