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Trooper Ideas for the future of swgb


clonedjedi

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Luke's dad- Hmm. Let me think...

I'm assuming all of these numbers are averages- after all, there are different types of mechs, faster, slower, more powerful....

 

Rebels: They should be using hit-and-run tactics, so I think your idea is good. But perhaps they could have no armour at all, and slightly higher HP to make up for it? Just on the realism side...

Old Republic: Yeah, it pretty much fits the all-around-medium-ness of the Republic.

Imps: Sounds pretty much fine. Perhaps they could have very high attack, to distinguish themselves more from the Trade Fed and other mech-strong civs.

Gungans: Why are they slow? Seems a bit odd. I think that some should be fast (the little kaadus or whatever) and some should be slow (the big fambaas). Also, I think they should have very little armour and higher HP, seeing as the Gungans prefer to use their natural creatures over mechanical armour. I also don't think they should cost as much as the Imps and other mech-strong civs.

Confed: Perhaps they could have a lower cost and build time? I'm not sure why I want this, it just seems to fit with their heavy production lines etc.

Trade Fed: Same as the Confed above, but even faster, because they pump out huge amounts of mechanized units.

Naboo: They shouldn't be as fast as the Rebels, but otherwise it sounds fine.

Wookiees: I don't want the Wookiees in the game. So unfortunately I'm going to have to ignore anything anyone says about them.

Hutts: I think the Hutts are a rather special case. Their mechs should all be of rather varying stats, with only a few common elements to tie them together as a group. This is because the Hutts generally recruit mercenaries, and a Hutt army would be made up of many different kinds of mercs, thus having greatly different stats.

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Originally posted by clonedjedi

guys i dont believe saying it would take an extra ten minutes i said it would take the same time it does now for swgb. so stop making up all this specualtion.

 

Sorry for he speculation, you never mentioned anything about how long it would take in any of your posts, I reread them, and I still didn't see any mention about time. It sounds like there is a lot to do. There were a lot of typos that made it hard to discern what you were getting at. It sounded like you wanted us to really work for a trooper. Shipping them, building them, and you mentioned something about training them. It wasn't too clear:

 

NOTE* when building is done of the troop centers 3 service troops should come with it they cant fight but they train hand out weapons stuff like that."

 

After rereading this carefully, I figured that you want the trooper (while it is technically building) to be doing training moves outside the troopcenter and getting ready for combat before his build time is over? You just want the extra graphics during this waiting period, right? That wasn't too clear. I thought we had more work to do like actually clicking to have them train or something like that. If this is the case, I wouldn't mind seeing little extra graphics happen while you just click create troop, you don't even have to watch that, your attention could be else where if you have other things to do. That's okay then. It would be kind of nifty to see guys train or robots made. Good idea :)

 

I don't know about shipping them, if things are getting heated in combat, having to remember to ship civilians might be an issue when you come back to find that none of the reinforcements you expected to be waiting for you was made because you forgot to move the transport of civilians to the troop center. That would suck. There is a lot to remember under pressure. Forgetting simple upgrades can be fatal. This would be detrimental. This should also be an automated feature if you want the graphics. One click on create troop should do all the work for you, the graphics should be there for eye candy.

 

What really needs to be done is to quicken the pace to see action more often. For example: They should add more micro options for troopers in battle or to get them to battle sooner, such as double time running, where they quicken their pace but lose accuracy (or something to that effect) while running in this mode. This would make troopers even more useful as you could build them and send them to support your assaults much quicker or to get them to a faltering part of your defensive line even faster. Or worse, rush faster :) It would make troopers better units, but I'm sure there would be other tweaks to balance the game to counter troopers with a feature like that. But that should be an example of useful features of things that really make an RTS game come alive from a strategic point of view. It sounds good, but that idea just came off the top of my head just now. I haven't worked out details if you think its a bad idea :p

 

 

sorry for the long post, must be the caffine :)

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Originally posted by lukeiamyourdad

Does anyone think like me that troopers shouldn't be a microing nightmare?

 

Well I thought about what clonejedi said, and if he responds back to affirm the statements about his idea, then there would be no microing involved with it at all. Just more animation stuff going on in the background while troops are building. Which is a decent idea for a next generation SWGB.

 

If you are refering to my half baked idea as being a micro nightmare, it really wouldn't be. It would be as easy to use as staggered formation, either they are in run mode or they are in march mode. You wouldn't even have to use it. I think a function like that would be more handy than not having the option at all. I figured someone would argue how that would upset the balance of the game and have it turn into a rushing trooper contest. I wan't expecting someone to make a statement like calling it a microing nightmare. You must never stagger your troopers when artillary is pounding them :p Too much of microing nightmare ;)

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Well said, Sin.

 

I wouldn't mind a bit of animation. The way StarCraft buildings used to just sit there until you started building or researching something. Then lights would glow and gears would turn... it was nice. I'd especially like to see the Trade Federation's animation - with a few robot arms swinging back and forth weilding - or the Confederacy's - with those stomping machines stomping out some Super Battle Droid chestplates.

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I never understood why people complained about the overusage and dominance of troopers in the game. I can always counter them with ease, and i just never see them in threatening numbers.

 

The game should not be more complicated in steps to create units, but animation on buildings seems fine.

Two things---

What are points? I have never seen them mentioned.

 

Any speculation on the population limit for gb 2? (i'm assumin it will be much higher).

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Animation is fine.

 

Allright nightmare is excessive. Troopers shouldn't be THAT important. Besides, the current amount of micro is fine(but add an "Move-and-Attack" thingy). Running is not very useful so you know...They are not supposed to run around and shoot like strikes and fighters. Besides, troopers are not supposed to be fast and not emergency units. Leave that to the fighters and strikes.

 

Points: Check the anouncements boot.

 

I say it shouldn't go higher then 400.(pop limit)

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Well 400 sounds fine to me. More than I could probably manage!

 

Luke's Dad, do you mean enable troopers to move and shoot at the same time? If so I agree. That's exactly what the Battle of Geonosis was like. Though they'd probably have to move at a reduced pace while firing. Has any RTS made basic troops that move and shoot at the same time?

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Originally posted by lukeiamyourdad

Animation is fine.

 

Allright nightmare is excessive. Troopers shouldn't be THAT important. Besides, the current amount of micro is fine(but add an "Move-and-Attack" thingy). Running is not very useful so you know...They are not supposed to run around and shoot like strikes and fighters. Besides, troopers are not supposed to be fast and not emergency units. Leave that to the fighters and strikes.

 

Wow, sound's like you have something against troopers ;) No, they're not supposed to run around like fighters and strikes, that's why I suggested that they lose accuracy in this mode, to deter abuse of the feature. Strikes and fighters dont' lose accuracy when they're moving quickly. The feature is purely logisitcal and strategic for trooper/army placement. Getting to point A to B quicker with troopers and setting up shop in an area or clearing out opposition in a possible hostile location before going in for an invasion in a town with your mechs and hvys. It'll give us new strategies to play with. Move and attack works too, although you can basically still get them to move and attack with good micro.

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I think that a half-speed 'move and shoot' option would be good. Running troopers, however, seems to detract from the whole point of troopers. They aren't supposed to cover large areas of map fast. Sure, it might be boring walking them around everywhere, but that's how the balance works. If you want speed, put them in transports and then unload them where you want them to set up.

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Originally posted by CorranSec

I think that a half-speed 'move and shoot' option would be good. Running troopers, however, seems to detract from the whole point of troopers. They aren't supposed to cover large areas of map fast. Sure, it might be boring walking them around everywhere, but that's how the balance works. If you want speed, put them in transports and then unload them where you want them to set up.

 

Now that is a good point about a running mode option. Under the current game balance you are right, troopers in run mode would take away from their point.

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