28.01.2015 - 03:57
Fortifications - Secondary Defense First Edit 800 Cost 1 Attack 7 Defense (-3 Marine; -2 Stealth; +2 with any number of Sentry Planes) 2 Critical 200 Health Points -3 Range 25 Sight (+55 with any number of Sentry Planes) With Guerilla Warfare 800 Cost 2 Attack 8 Defense (-3 Marine; -2 Stealth; +2 with any number of Sentry Planes) 4 Critical 200 Health Points -1 Range 27 Sight (+55 with any number of Sentry Planes) With Perfect Defense 790 Cost 1 Attack 8 Defense (-3 Marine; -2 Stealth; +2 with any number of Sentry Planes) 4 Critical 200 Health Points -2 Range 25 Sight (+55 with any number of Sentry Planes) Be gentle senpai. This is my first unit idea.
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28.01.2015 - 04:16
78 HP? Just LOL
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28.01.2015 - 08:22
Actually not that LOL; at least not a "this-is-absurd-LOL".
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28.01.2015 - 08:26
Minimum Attack is 1 Range should be -3 (not possible for now) to prevent movements under Blitzkrieg strategy (that boosts movements +3). Sight: why 0? Would be logical to have a goo sight from a fortification. Ideal would be that fortification boosts view range of other units in the city that has a fortification. Check some scenarios/custom maps for the units already implemented with this idea. One way to implement the "absolute 0 movement range" is to make it a naval unit in land-locked cities; but then these cities have to be ports without sea.
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28.01.2015 - 08:28
If you do your homework you will find that you can buy 16 PD inf (assuming you have -10 cost upgrade for inf) for the same cost. This means that with 800 you can buy 112 HP and 9 defense (10 if with general or against tanks or 11 with general and against tanks). Not to mention the inf have range, sight, attack and a higher critical. In other words, this unit is kinda underpowered compared to PD inf
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28.01.2015 - 08:32
I wouldn't buy this unit, even if i had cash to burn, even if it was more powerful then the same amount of infantry for the cost ...walls still best defense and a unmovable unit that might prove worthless even for 1 turn is waste of money.
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28.01.2015 - 08:39
Thanks for the input. I am editing the main post. I did not do the math. I only wanted to get the concept out there.
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28.01.2015 - 09:17
For me it does sound a bit... not absurd, but funny to have units with such high stats. I'm still not used to those bunkers from Rp for example, they sound outrageous to me
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28.01.2015 - 09:21
Hm... about your edit... Why would GW increase the deff of a fortification when GW is supposed to boost cheap units? And why would it even increase its attack when buildings aren't supposed to move at all? GW would actually nerf its deff and critical, just like what happens with Infantries.
---- Don't ever look down on someone unless you're helping him up. Don't ever treat someone else the way you wouldn't want others to treat you. We're all people.
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28.01.2015 - 10:18
Check Tunder's Fall of Rome... there is a unit (Legion?) with 70 HP (costs 500 bucks)... and the scenario is well balanced.
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28.01.2015 - 13:16
I've never played it... but if that unit has such stats and it's balanced, there should be a counter for it, right?
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28.01.2015 - 16:48
It is a secondary defence unit. This can be changed though.
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28.01.2015 - 20:34
Cost.
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29.01.2015 - 02:21
Which is why you must take into account reinforcement efficiency. The pd might be better value for cash and useful in high troops low fund scenarios, this has the advantage of building other units after this defence one if you have spare cash. Though i think this should only be unlocked with a large amount of sp, as new players will spam this thinking its the point of the game.
---- Red0011
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29.01.2015 - 05:17
Even if it has high cost, it's just one unit, just one reinforcement. If you have spare money, it becomes too op not having a counter. Haven't you tried playing RP and watching all the bunker spam all around?
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29.01.2015 - 05:20
I might be saying some really big stupidity right now, I'm not quite sure but... How can a bunker be a secondary defense when it's even stronger than Infantries, the main defense unit? Also, if it were secondary defense, it would gain +1 range
---- Don't ever look down on someone unless you're helping him up. Don't ever treat someone else the way you wouldn't want others to treat you. We're all people.
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29.01.2015 - 18:07
You are right; assuming there is an excess of income. In the example - Fall of Rome - income is quite tight, so the investment in a 70HP unit becomes a critical decision. But yes, if there is no come restriction, then OP units are not really in favor of a strategy based game, rather an issue of spamming.
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29.01.2015 - 20:51
Fortifications are great for scenarios, but the regular AW is based on present world situations. Fortifications as presented are irrelevant in modern warfare, owing to the mobility of armies. The infantry unit is sufficient, as are the multitude of amazing historical and fantasy maps that use fortifications in proper contexts.
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29.01.2015 - 20:58
Why waste 16 reinforcements when you can waste one?
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29.01.2015 - 23:51
That is actually a very good point, although I wouldn't call either PD infantry or Fortification wastes. I suppose if you can afford the upfront cost and the upkeep of the Forification then you can use the remaining reinforcements on something else like making attack units and transports. If you used the equivalent of a Fort in PD infantry then you can't use the reinforcements you already used when buying PD infantry.
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