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Thrawn's Revenge
Imperial Civil War [Empire at War]
Discussion, Suggestions & Feedback
Possibilites for Abilities for units in 1.3
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Topic: Possibilites for Abilities for units in 1.3 (Read 2374 times)
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January 10, 2012, 07:32:03 PM
Lord Xizer
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Grand Moff
Posts: 3,222
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Nothing shall withstand my ambition.
Possibilites for Abilities for units in 1.3
«
on:
January 10, 2012, 07:32:03 PM »
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I'd like to propose some ability possibilities for units in 1.3
Crimson Command VSD and 13X could have the (Increase Firepower) and (All Power To Engines) abilities
Yevetha Thrustships could have the (Self Destruct) ability similar to some of the Zann Consortium ships in the original FoC especially when they are almost dead
Zsinj's Raptor Troops could have the (thermal detonator) and (Timed Mine like the scout troopers) since they were primarily shock and sabotage troops
The SSD Eclipse should have the (Gravity Well generators) since it did have them in Dark Empire and be tactically useful as well
The 181st Imperial Fighter Group could have the (lucky Shot) like Rogue Squadron as they are elites and this could make them far more dangerous as a unit
Baron Fel in the Empire of the Hand could also have both the (lucky shot) and (All power to weapons)
Rather than the "proton beam" which is kind of like a super weapon that Thrawn did not have his ISD could have the original ability it had in FoC to massively increase rate of fire for a short period without sacrificing other attributes as well as increase efficiency of nearby Imperials.
Could C'baoth have the (Force Corrupt) ability in Space as he was able to directly take over enemy ships at will on certain occasions, this could be balanced by range and the fact C'baoth is in a carrack.
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"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec
"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine
January 11, 2012, 01:50:45 AM
Reply #1
Shmee
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Re: Possibilites for Abilities for units in 1.3
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Reply #1 on:
January 11, 2012, 01:50:45 AM »
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agreed, especially about the eclipse. Also, it shouldnt sound like a mon cal cruiser when clicked on :C
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January 11, 2012, 02:09:38 AM
Reply #2
Corey
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Dream Crusher
Re: Possibilites for Abilities for units in 1.3
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January 11, 2012, 02:09:38 AM »
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We're focusing a lot more on voices for 1.4
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January 12, 2012, 09:10:12 PM
Reply #3
Lord Xizer
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Posts: 3,222
Approval: +134/-14
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Re: Possibilites for Abilities for units in 1.3
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Reply #3 on:
January 12, 2012, 09:10:12 PM »
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Another set of abilities,
Royal Guard(Sprint and possibly the massacre melee mode yoda has in FoC)
Prison(as a bonus upgradeable Slave labor) reduces cost of all items manufactured on the planet by 10%
Phalanx Commandos(the land mine like the speeder bike scouts have button)
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"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec
"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine
January 12, 2012, 09:31:45 PM
Reply #4
Corey
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Dream Crusher
Re: Possibilites for Abilities for units in 1.3
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Reply #4 on:
January 12, 2012, 09:31:45 PM »
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Quote from: Lord Xizer on January 12, 2012, 09:10:12 PM
possibly the massacre melee mode yoda has in FoC)
That would be obscenely overpowered, and it requires a pretty complicated animation.
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Thrawn's Revenge
Imperial Civil War [Empire at War]
Discussion, Suggestions & Feedback
Possibilites for Abilities for units in 1.3
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