WD #3 - Ridiculous Balance Ideas
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- Remove Mass Storage from the game & add small amounts of storage to most units like mass extractors & factories.
- Make Hover Units move slower on land and make them faster on water.
- Make T3 Artillery more Tactical so it's not the absolute strategy on 20x20 Late Game
- Make Shared Army the standard for every game, 1 Commander everyone else is support commanders
- Remove Reclaim
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Not really balance, just weird ideas.
Cybran shields block other players' vision of shielded area unless other player has unit within shielded area.
UEF T3 "hypersonic" tac missile. 2x range, 2x speed, requires two hits from TMD to defeat.
Aeon ACU advanced sensor upgrade gives mini eye of Rhianne style quantum optics.
Seraphim sniper bots can target air units.
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Revive mode. Quantum gateway can rebuild a defeated teammate's ACU.
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Make very unit able to shoot to ground/air from Transports (Percival Ghettos incoming)
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T1 ACU can build T1 radar.
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Give T2/T3 Navy the ability to transport/build engies.
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Or Navy transports, like someone else suggested in the Suggestion thread.
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Rename the wailer to whaler. It gets harpoons to drag off sub's to your factory for reclaim.
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Chrono can stun air units again
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While a unit/building is being captured, it can't be control-Ked (or if that would be too powerful, don't allow it to be ctrl-ked after already has a certain percentage of capture. E.g. if the building is at least 50% captured, ctrl-k is disabled. so it's not impossible to ctrl-k it before it gets captured but the defending player has to move quickly and the ctrl-k frees up the engineer/ACU to move on to their next target sooner.)
reclaiming a building won't prevent a volatile explosion IF the building's hp drops below -10% (so if it gets hit with a big weapon like a strat bomb or percival shot, it is likely to explode, but small weapons like mantis shots or beam weapons like novax won't do that). With beam weapons it might be easier to kill the engies first anyway.
-10% would be: for a UEF t1 pgen, that has about 760 hp, so if it drops to -76 or below, it would still explode. for a UEF t3 pgen, 9000 hp, would need to do 900 "extra" damage beyond killing it, to force an explosion. Which is very doable with a percy or a strat bomber.
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UEF T3 transport can pickup enemy ACU
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Aeon ACU gets a hat propeller upgrade allowing it to jump a far distance. The modeling for this upgrade is essential.
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Sera ACU is invisible when not moving, only the eyes can be seen.
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Cybran laser doubles in range and damage every second, with the penalty it causes increasing overheat damage to itself.
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Unban exploits
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Give satellites insane crash dmg
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Add land units exclusive subterranean theater of war.
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Double all transporters capacity.
Double t2 transport health.
Make t1 and t2 ships transportable
Units can survive transport crash (but take damage)Fast moving tender ships/subs that can repair and reclaim
All factions get commander leg upgrade options:
- Straight armour upgrade
- 'Overcharge' legs to move faster temporarily
- Blink ability for short range teleport for energy cost
- err... knee based SAM launchers?
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Make a t3 air unit that one shots mexes and can only be killed by other t3 air units.
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Commander can vet indefinitely