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Author Topic: New ground unit ideas  (Read 9982 times)

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June 26, 2017, 02:31:21 PMReply #20

Offline Laimis

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Re: New ground unit ideas
« Reply #20 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.

June 28, 2017, 06:18:54 PMReply #21

Offline Rogue66X

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Re: New ground unit ideas
« Reply #21 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.

June 28, 2017, 06:42:27 PMReply #22

Offline tlmiller

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Re: New ground unit ideas
« Reply #22 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.
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June 28, 2017, 08:42:03 PMReply #23

Offline Rogue66X

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Re: New ground unit ideas
« Reply #23 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

June 28, 2017, 08:54:48 PMReply #24

Offline tlmiller

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Re: New ground unit ideas
« Reply #24 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.
« Last Edit: June 28, 2017, 08:56:44 PM by tlmiller »
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June 28, 2017, 10:39:03 PMReply #25

Offline Rogue66X

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Re: New ground unit ideas
« Reply #25 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

June 28, 2017, 11:01:15 PMReply #26

Offline Corey

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Re: New ground unit ideas
« Reply #26 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.
« Last Edit: June 28, 2017, 11:18:00 PM by Corey »
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June 29, 2017, 05:22:02 PMReply #27

Offline Jesse220

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Re: New ground unit ideas
« Reply #27 on: June 29, 2017, 05:22:02 PM »
The New Republic could use walkers bigger, and tougher thank the imperial AT-AT.

June 30, 2017, 03:16:44 AMReply #28

Offline Rogue66X

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Re: New ground unit ideas
« Reply #28 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

June 30, 2017, 06:09:09 AMReply #29

Offline Pali

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Re: New ground unit ideas
« Reply #29 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.

June 30, 2017, 04:45:06 PMReply #30

Offline Jesse220

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Re: New ground unit ideas
« Reply #30 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.

July 01, 2017, 04:34:48 AMReply #31

Offline Rogue66X

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Re: New ground unit ideas
« Reply #31 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)

July 01, 2017, 06:12:00 AMReply #32

Offline kucsidave

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Re: New ground unit ideas
« Reply #32 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.
« Last Edit: July 01, 2017, 06:13:55 AM by kucsidave »
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July 01, 2017, 01:52:02 PMReply #33

Offline Rogue66X

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Re: New ground unit ideas
« Reply #33 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

July 08, 2017, 01:45:39 AMReply #34

Offline Snafu3

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Re: New ground unit ideas
« Reply #34 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..

July 08, 2017, 02:50:13 PMReply #35

Offline t78

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Re: New ground unit ideas
« Reply #35 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*

July 08, 2017, 06:20:58 PMReply #36

Offline tlmiller

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Re: New ground unit ideas
« Reply #36 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.
People should not be afraid of their government...governments should be afraid of their people.

July 09, 2017, 06:06:25 PMReply #37

Offline Snafu3

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Re: New ground unit ideas
« Reply #37 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

 

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