[:1]I think some sort of "Nuke" should be implemented, if for nothing else then because it adds extra emphasis on scouting everything forever.
Also, giant green fireballs crossing the map is always classy.|||Maybe you could have to get a certain amount of mages, like 30, all together in one spot, for a group spell.|||Seems theres gonna be catapults acting as "artillery"
However, in the video blogs the arbiter of awesomeness (campaing guru) explained that the Legendary units are very powerful. More than Supcom 2 I suppose? (see how the dragon killed 15 soldiers in about 5 seconds in the early videoblogs)
I think you have enough power in that. But i really like the idea of specific units getting together to perform special moves.
-Ben|||IsikBala|||I don't know what version of FA you were playing, but in the one I was, if you poured your resources into trying to build enough nukes to overwhelm 2 SMDs, your *** was going to get hauled into the next five dimensions by my better air force.|||IsikBala|||I think I was talking about dominating the air with ASFs and then bombing your base so hard it atomizes.|||How about some form of Volcano or Earthquake ala Black and White? This could have the same destructive power as a nuke whilst keeping in line with the style of the game.|||or a meteor shower! or a Tronado\Hurricane! or tsunamie! I can keep going all day.|||I would seriously be more interested in watching Legendary unit battles,
not nuke/earthquake(how do you counter it) battles.
Point made.|||redmoth|||Right, but I Still prefer seeing two Legendary units with an army battling it out,
instead of seeing one of the two armies getting crushed by an earthquake.
Had forgotten the mages, for a moment, ha ha.|||Quote:|||Want to know why nukes are balanced?
They don't instantly appear and go KACHOW. They give quite a lot of warning beforehand. In SupCom, it would say "Strategic Launch Detected", and there was a big yellow nuclear symbol flying around in the sky. It was damn near impossible to hit an army with it. Just make a huge sound effect to go with it, and a beacon symbol showing where it's going to hit and you don't have the army death problem. Nukes are used to punish mistakes made by enemies, and mistakes made by enemies should be punished. Whether it's exploiting a gap in their defenses with a few raiding units, or exploiting a gap in their defenses with, well, a huge-ass flying green fireball from the land of Explodonania.|||redmoth|||I agree with mr.Penguin, but I think Something good would be to unlock these legendaries and "super weapons" (reffering to the earthquake or volcano, groups of mages that casts powerful spells) To be unlocked Later in the game then the "super weapons" of supcom2.
Each strategy should be a relatively balanced strategy, so you have a sense of a unique style of play from different players in the game.
For example; Supcom 2: I would be able to have A land experimental, and air experimental and nukes in the first 20 minutes or so of the game. I could spam RP everywhere in the tech tree and easily go from a land based strategy to an air based strategy in less than 10 minutes.
I think each Tech type in KnC (air, ground, navy, "super weapons") should have somewhat of a different tech route each, so If you get your warboar 40 minutes in game, you arent able to get "super weapons" just 10 minutes after, you would have to go through the whole different tech route.
To make it simple, The more powereful components of the game (Lengendaries and "super weapons") should all be hard to unlock and Deep in the their respective tech routes. So you get a sense of accomplishement once you get that war boar or 30 mages casting a giant tornado.
There would be many possible counter for each tech routes, so somone going for a war boar can manage to counter a giant tornado coming his way.
I tried to make my explanations as clear as possible.
-Ben|||Mr Pinguin|||yes, I have to agree with mister Pinguin on this one. differsity is vital. :)|||To be honest, I think it would be absolutely hilarious to have an FFA where everyone has been caught, unable to do anything but spam Mages to deflect storms around the map lest they die, so there are half a dozen massive lightning storms flying from base to base to base. It just makes me chuckle.|||I am so sending this to cracked out right this moment. I'll try to word it properly :)|||On that note, how about give Mages a shield spell? And then the more Mages casting the shield, the more powerful it becomes?|||Hmm, maybe shield casts should not overlap, but rather merge to form 1 stronger shield. That would prevent somewhat the shield-turtling in SupCom.|||Are you serious? That would worsen the trouble. Now the shields are need to be micro'd. This one just got shut down so quickly! Activate this batch of mages! Now their shield is down, bring up group A's again! GO GO POINTLESS MICRO. I prefer shield overlapping than the need for intensive micro to achieve the same end result.|||What would you prefer, the same style of overlapping shields that are nigh impenetrable that existed in FA turtle games? Even if it does induce more micro, it just puts the turtler who wishes to use mass shields at an even greater disadvantage. Now the attacker has long-range units just fire away while he does more important stuff and the turtler must constantly micro his mages.|||I have one wish at the top of my wishlist for KnC, NO F***ING SHIELDS
no offense
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