Admiral Vostok Posted November 15, 2003 Author Share Posted November 15, 2003 What about some of the other ideas that haven't been previously discussed? Mainly: The Glurrg and Aqua-Glurrg Water-like and healing effects of Swamp The Battle Wagon The Sacred Place Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted November 15, 2003 Share Posted November 15, 2003 1.Glurrg: I'm ok with it. It seems fine having only one of them at the beginning. 2.Swamp: Perhaps it can overpower the gungans over their own land. 3.Battle Wagon: seems fine... 4.Sacred Place: I forgot to mention this I think, but it seems to encourage roaching. Making it invisible might be too much. Link to comment Share on other sites More sharing options...
DK_Viceroy Posted November 15, 2003 Share Posted November 15, 2003 it would be interesting to see a cloaked building like the sacred place and how you would balance it but i don't think it would stick even i agree that Cloaking should be kept for units and they should mainly be space units and commando units. Link to comment Share on other sites More sharing options...
clonedjedi Posted November 16, 2003 Share Posted November 16, 2003 K I like most of your ideas for the gungans but... Gungan troops should be able to swim in shallow,medium water maybe turn it into a t2 reasearch of something but they cannot throw boomas while in the water leaving them vulnerable to boat or air strikes. Battle wagons should be able to self unload sending boomas flying at the other army imagine a few of those things on a hill while an army is running up ouch thats gotta hurt. NOTE* not recommended unloading these guys behind your army * I like the sacred place it just makes your enemy have to buy detector units 1 scout could reveil it and they don't cost that much...... I seriously don't like only half farming and the other half don't it will give the ones that don't a serious advantage not having to worry about farms. Make the aqua glurrgs at the shipyard. Or need a shipyard before being able to be built at the command center. I think water healing should be taken out they already have enough advantages on water as it is without going over board. It may also give them a home field advantage opening up nothing but defensive gungan players winning cause of that healing factor. Since you guys haven't given gungans a wealth thing yet I made one up. Gungans are based in water on naboo. So gungan builds collector vats workers aqua glurrgs dive down and collect wealth/treasure that has been left there for centuries just waiting to be found. The only other problem I found out was gungans are virtually paralysed on a map with no water So since all gungan units are all supplied by them then they should all be a little cheaper than most armies. Link to comment Share on other sites More sharing options...
Admiral Vostok Posted November 16, 2003 Author Share Posted November 16, 2003 Okay I'll get rid of the healing Swamp thing. It's too much like Undead Blight/Gaia Lush if it heals anyway. Shipyard (Bongomekker) needed for Aqua-Glurrgs is good. I'll also make it that Sacred Places don't count as sustaining buildings in that you'll be defeated even if you still have Sacred Places left. This is like Prefab Shelters and Resource Points. I don't know about letting the boomas out of the Battle Wagon, Jar Jar did that accidentally and it isn't a Gungan tactic. I incorporated the elemt of losing the Boomas in that when it is destroyed it damages units around it, as all the Boomas roll out. Not sure about the Wealth idea, Frozted, as they'll be weakened on waterless maps. I think they'll just get a huge Farm bonus. The thing about farms is that those who don't get them have a Wealth gaining ability that makes up for it, while those that do have Wealth-gaining abilities that aren't as good, or even non-existant in the Gungan case. Link to comment Share on other sites More sharing options...
clonedjedi Posted November 16, 2003 Share Posted November 16, 2003 I see so food replaces wealth in some civs. wook,gungan,rebels food rep,confed,tf,naboo,empire wealth About the wagon hmmmmm so you need one to load the catapult and stuff? Maybe if one is next to a mech that fires those boomas it should give it a faster reload time. CONFED!!!!!! The pulse cannon was used against air and was controlled by a droid kinda like a strike mech of tf but a huge cannon on the front which demolished mechs, troops and fired at air. Link to comment Share on other sites More sharing options...
clonedjedi Posted November 16, 2003 Share Posted November 16, 2003 I see so food replaces wealth in some civs. wook,gungan,rebels food rep,confed,tf,naboo,empire wealth About the wagon hmmmmm so you need one to load the catapult and stuff? Maybe if one is next to a mech that fires those boomas it should give it a faster reload time. CONFED!!!!!! The pulse cannon was used against air and was controlled by a droid kinda like a strike mech of tf but a huge cannon on the front which demolished mechs, troops and fired at air. Link to comment Share on other sites More sharing options...
AU_Skythe Posted November 16, 2003 Share Posted November 16, 2003 What about an amphibious /slash/ terrestrial gungan trooper? Same as normal ones but cost a bit more? I like the booma cart idea but not the spillage part of it. I like the sarced place idea as well. Just a thought how would your maps work? Would there be water on every map? Link to comment Share on other sites More sharing options...
Admiral Vostok Posted November 17, 2003 Author Share Posted November 17, 2003 The maps would be fairly similar to the current maps, so no to water being on every map. I might make amphibious troopers a late-game upgrade, allowing them to swim but slower than they can walk, and unable to attack. Link to comment Share on other sites More sharing options...
clonedjedi Posted November 17, 2003 Share Posted November 17, 2003 HALT!!!!! The swimming gungans is my idea MINE!!!!! lucky for you I aint making a template but I guess you can steal it K will you have running in this game cause in swgb 1 its like they were walking to battle and when retreating walking away lol. Maybe there should be a run feature that last up to 30 secs and needs a 1 min energy recharge for ORGANIC troops. Link to comment Share on other sites More sharing options...
Admiral Vostok Posted November 18, 2003 Author Share Posted November 18, 2003 Frozted, we discussed amphibious Gungan Troopers before you even came here. As for running, I think it sounds a bit complicated to have a special ability. Perhaps their movement depends on their stance. So Troopers set on Aggressive stance will run, Defensive stance will walk, and Stand Ground/No Stance just stand there. It would be cool to incorporate running this way, then you could have a battle like Geonosis where all the Battle Droids and Super Battle Droids were running (set to Aggressive) into the Clone Troopers, who were progressing slowly (set to Defensive). At Naboo, the Trade Federation was on Defensive (marching slowly into battle) while the Gungans were Standing Ground - yet retreated Aggressively. EDIT: Actually, having thought about this, it would be great to expand the stance idea, which has fallen into not being used in Age of Mythology. I think these only apply to Infantry, but I propose the following additions to the stance system: Aggressive: Units seek out and attack fresh targets. Aggressive Infantry run into and out of battle, which increases their speed by 50%. They cannot shoot while moving, but when stopped can shoot to their fullest capacity. Defensive: Units will attack enemy units, but return to their position once the enemy is killed or retreats too far away. Defensive Infantry advance and falls back at a walking pace, but this has the added advantage of allowing them to shoot on the move, making a slow advance or fighting retreat. However shooting on the move decreases their Accuracy by 50%. Ranged Defensive Infantry wil automatically make fighting retreats when overwhelmed, so they automatically move back from advancing enemy, firing on the move. Stand Ground: Units will attack enemy in range but do no move from their position. If Infantry Standing Ground are ordered to move, they move at a walking pace but cannot shoot as though they were Defensive. However, units ordered to Stand Ground are usually defending a superior position, and are well dig in, so their Rate of Fire is increased by 50%. No Stance: Confers no special circumstances. Link to comment Share on other sites More sharing options...
Darth Windu Posted November 18, 2003 Share Posted November 18, 2003 Not bad Vostok. Sounds a LOT like 'Star Trek Armada' and Armada 2, but still, a vast improvement on the stances avaliable in SWGB. Link to comment Share on other sites More sharing options...
Admiral Vostok Posted November 18, 2003 Author Share Posted November 18, 2003 What do they have in Star Trek Armada? Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted November 19, 2003 Share Posted November 19, 2003 Anyone thought about a "attack-while-moving" skill? Link to comment Share on other sites More sharing options...
clonedjedi Posted November 20, 2003 Share Posted November 20, 2003 I think they should all be able to shoot while running but only in frontwards conflict no shooting from the left while running to the right. Fighters would be the exception depends on there laser alignments. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted November 21, 2003 Share Posted November 21, 2003 Probably...Maybe it could be a gunship ability or something. It's the only fighter I can think of which can do that. So ok no strafing. That should be fine. Link to comment Share on other sites More sharing options...
Admiral Vostok Posted November 21, 2003 Author Share Posted November 21, 2003 I'd say all units have to face the direction they fire in for simplicity, though some units like the AAT and the different Naboo speeders have turrets that rotate independently of the main vehicle. Though I'm hesitant to give the Gunship more abilities, it would be cool to include it's guns on different facings. Perhaps just giving it a weak attack from the back would suffice. Link to comment Share on other sites More sharing options...
DK_Viceroy Posted November 22, 2003 Share Posted November 22, 2003 Hmm for fighters it should propably only be the gunsip and the geonosian fighter since only those 2 had turrets that either moved in different directions or were actually seen to move. Geonosian Fighter Able to fire 90 degrees left and right and 45 degrees up or down Gunship Able to fire almost at any ground target but not at many air targets but the more firepower needed means more clone troopers must be onboard to man the multiple turrets Link to comment Share on other sites More sharing options...
Darth Windu Posted November 24, 2003 Share Posted November 24, 2003 Viceroy - the Geonosian Starfighter does NOT have a turret. In the film we can clearly see that it only fires forward. Link to comment Share on other sites More sharing options...
Admiral Vostok Posted November 25, 2003 Author Share Posted November 25, 2003 Well Windu, without resorting to the EU which states it does have a rotatable turret, evidence suggests this to be the case anyway. The laser turret itself is a ball design, and is actually ver similar in appearance to the ball turrets on the nose of the Gunship, which we know do have some rotational ability. Also, there wasn't a situation where the Geonosians could make use of a roatatable turret, so we don't know it doesn't exist. On the other hand, I fail to see what use a single rotating weapon on a one-man fighter would be. Link to comment Share on other sites More sharing options...
saberhagen Posted November 25, 2003 Share Posted November 25, 2003 Originally posted by Admiral Vostok I fail to see what use a single rotating weapon on a one-man fighter would be. In real life, absolutely no use at all (remember the Bolton and Paul Defiant? No, and there's a reason why it never became as famous as the Spitfire.). However, this isn't real life, this is Star Wars. Link to comment Share on other sites More sharing options...
Darth Windu Posted November 25, 2003 Share Posted November 25, 2003 Actually i do recall the Defiant, but the main reason that failed wasnt so much that it had a turret but that it had to forward-firing weapons, along with the added weight of the turret and 2nd crew member making it more sluggish than its Luftwaffe opponents. Getting back to the point, Vostok, there is evidence that it doesnt rotate. 1. Dooku's 'ball' cockpit doesnt rotate 2. The Gunship ball doesnt rotate, its on a mechanical arm 3. If it did rotrate 90 degrees to left or right, it would have made a lot more sense to fly alongside the Gunship and fire into it's side rather than its behind, as its side would present a much larger target along with the option of killing the pilot. As this didnt happen, it can be conluded that the Ball doesnt rotate. Link to comment Share on other sites More sharing options...
Admiral Vostok Posted November 25, 2003 Author Share Posted November 25, 2003 Well sorry for the delay but the Rebel Alliance is now up. Check it out. I agree with your post Windu except for point 2. I was referring to the lasers on the nose (and for that matter the ones on the wings and at the rear) not the two ball cockpits on arms at the sides. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted November 26, 2003 Share Posted November 26, 2003 Interesting. Why don't you give something else then a flame attack to your scout. It's kinda weird...mounted soldiers have never been seen using flamethrowers. Also the medium transport should be built by an astromech droid(put realism aside). Depending on the time it takes to build one, in early games this can be a big handicap. Other then that it's fine, your trench version is also nice. Link to comment Share on other sites More sharing options...
Admiral Vostok Posted November 26, 2003 Author Share Posted November 26, 2003 I thought the flamer would add a bit of variety. After all, we don't see tauntaun riders with ranged attacks either. I disagree about the Medium Transport. It will be buildable from the start of the game, and since you can build it at the Airfield as well as a the Alliance Centre I don't think there is a disadvantage. At the start of the game the Medium Transport will be the only thing you can build at the Airfield. If you get an Astromech to build it it is too similar to other civ's prefab shelter equivalents. As compensation though the Alliance Centre will support more population than other Command Centre equivalents. Link to comment Share on other sites More sharing options...
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