Posted: Fri Sep 10, 2010 3:36 pm Post subject:
New unit idea... need feedback
Currently the Forgotten hijackers and Nod hijackers are pretty much the same in my mod. I was thinking up some ways to make things more interesting.
The Forgotten hijacker would have the following changes:
- Buildlimit removed
- Cost around 1000. Would 900 be too low? or 800?
- Speed possibly reduced to 6 to make them less exploitable in masses.
- Strength reduced to 80. This would allow even minor anti-inf defences to cut them down.
Think this unit would work well for the Forgotten mentality of not having a large army and looting the battlefield for vehicles and tanks. It would also make it important to build anti-inf defences as you wouldn't be able to just rush the forgotten with nothing but Titans etc. They might work well alongside with Saboteurs too, use a saboteur to slow down a fast vehicle to a crawl and then hijack it.
Nod hijacker:
- Stealthed
- Speed reduced to 5
- Strenght reduced to 100
Nod hijacker would still be a commando unit since you could only build one of them at a time. Would being stealthed make the unit too powerful? Should it just remain what it used to be? If you have any suggestions and ideas for these units I'd love to hear them. QUICK_EDIT
The Hijacker had a cost of 500 in Generals, and was extremely weak (though slightly faster than any other infantry) against any anti-personnel weaponry. 1000 is too much for such fragile unit even if they can be massed. 800 is more appropriate, or even 700.
Nod hijacker on the other hand should propably be slower, but stronger and more expensive. And yeah, stealthed if you keep the buildlimit. _________________ QUICK_EDIT
I think the stealth might make Nod hijacker lil overpowered. Would be pretty easy to use it on enemy harvesters unless they were constantly guarded by sensor arrays. And when attacking you'd constantly have to redeploy a sensor array to make sure the hijacker can't just run up to whatever he'd want to capture. Kind of annoying how you can't make moving units detect stealth in TS. Sensors=yes only allows them to see stealth 1 square away which would be way too late to do anything. Wish there was so way to increase the range of sensors, even if only globally. Or better yet, set it individually for every unit... must notify Hyper QUICK_EDIT
Well, think of how much the most common vehicles may cost, like bikes, buggies, tick tanks and titans. The price range is averagely 600 - 900 ( I think ). A hijacker needs to be well micromanaged to work, I mean, one glimpse away from the screen and that disruptor just killed him. So 800 for him? No, might as well buy tick tanks anyway. I'd suggest something like 650 and make the stats quite good, low strength perhaps, but a good speed, he needs to be able to get moving vehicles. _________________ QUICK_EDIT
for Nod - it still costs about 1850. Increase it to 2000, and it wouldnt be a good choice to capture a harv - cause the hijcaker is as long lost as the harv exists... _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
I'd still rather make the mutant hijacker price too high than too low, since if you do get it in the enemy loses a full health unit instantly while you gain one. Also the hijacker has a chance to escape a destroyed vehicle for another capture. So it would be high risk high pay kind of unit. I've currently set the price to 900 but 850 might be good too, or 800 at lowest. I did increase its speed to 7 since at 6 most vehicles could just outrun him. One very annoying thing is the AI doesn't really do much to stop hijackers... but then again you can exploit the AI in many other ways as well, just up to the player if he wants to do it or not.
As for the Nod hijacker, I simply couldn't make him unique enough so I replaced him with a new unit called Tech Priest. Its listed in the Nod unit profiles now. QUICK_EDIT
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