[:1]After steaming through the TAK missions like a hot knife through butter, and then hitting massive mahogany wood underneath, from playing what will be considered as the spiritual predecessor to k&c, units are either melee or ranged, never both. With the exception of the Creon triceratops with the turret on its back, but that is a manual choice.
40k: Dawn of war 1 did have a nice mix of melee and ranged, along with the appropriate behaviour buttons, and i would suggest a similar behaviour for k&c.
specialization is where its at, so most units will be either melee or ranged, but not all of them.
I.e. 1: your skirmisher troops could launch a medium-range javelin attack at med' range and then switch to swords.
I.e. 2: Light knight with decent ranged attack switching to shortsword when enemies approach.
I.e. 3: Dragon. ranged flame attack, but switches to eviscerating claw attack™ when enemies approach, possibly with some knockback on anything behind the poor soldier/creature.|||some knockbacks ala BFME, Demigod would be awesome, it does give a nice sense of teh pwnt when something smacks your troops and sends them flying|||Quote:|||My favorite way to win TA:K campaign is ghost ship spam. Gunships that ignore terrain and can transport ten units? YES PLZ
On topic, I think that this sort of thing fits research pretty well, say, giving your standard soldiers a bow. The implementation I would do would be "shoot arrows unless in melee" in addition to a toggle to lock them on AA mode.
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