This thread is for describing unit abilities that would be interesting, and how they would work.
1. A TRUE submerge ability for subs and nuclear subs. If a unit fails it's 'detection chance' it should not be able to find the sub at all or know where it is, it should move onto that space as if it were empty.
2. Different types of Nuke:
Tac nuke, a missile with 98 attack can destroy all units in one stack.
A-Bomb: works like Civ 3 nuke
Hydrogen Strategic bomb: works more like SMAC planet-buster; all non-aligned nations declare permanent war + mega pollution.
3. Terrain based abilities: eg: archers +1 defence in forest, elephant bonus in jungle.
4. Treat X as Roads: instead of treat all terrain as roads, only certain types eg alpine units treats only mountains and glacier as roads, ranger treat jungle and forest as roads, etc.
5. Perma flight: Like Civ 2 helicopter except perpetual, good for satellite units.
6. Transport Helicopter/ Cargo Plane: can carry trade units, 2 paratroops.
7. Just like in Civ 3, the ability to give some units limited engineering abilities, like infantry that can build fortresses. 'Combat Engineer' abilities.
8. Minefield units, sea and land, work like subs.
9. Bad idea: Possibly give units more complex stats like apanzer general: air defence/offence, close att/def, Hard att/defence, etc. nah.
10. Sentry/patrol ability: Set units like these on auto-patrol of an area, if they encounter an enemy they automatically attack. Good for destroyers, can be switched off.
11. Abilties: Spread dissent, increases unhappiness for a while. Infiltrate: gain access to the enemies city menu for one city for one turn...maybe to powerful just make it abile to see enemies city for a turn??
1. A TRUE submerge ability for subs and nuclear subs. If a unit fails it's 'detection chance' it should not be able to find the sub at all or know where it is, it should move onto that space as if it were empty.
2. Different types of Nuke:
Tac nuke, a missile with 98 attack can destroy all units in one stack.
A-Bomb: works like Civ 3 nuke
Hydrogen Strategic bomb: works more like SMAC planet-buster; all non-aligned nations declare permanent war + mega pollution.
3. Terrain based abilities: eg: archers +1 defence in forest, elephant bonus in jungle.
4. Treat X as Roads: instead of treat all terrain as roads, only certain types eg alpine units treats only mountains and glacier as roads, ranger treat jungle and forest as roads, etc.
5. Perma flight: Like Civ 2 helicopter except perpetual, good for satellite units.
6. Transport Helicopter/ Cargo Plane: can carry trade units, 2 paratroops.
7. Just like in Civ 3, the ability to give some units limited engineering abilities, like infantry that can build fortresses. 'Combat Engineer' abilities.
8. Minefield units, sea and land, work like subs.
9. Bad idea: Possibly give units more complex stats like apanzer general: air defence/offence, close att/def, Hard att/defence, etc. nah.
10. Sentry/patrol ability: Set units like these on auto-patrol of an area, if they encounter an enemy they automatically attack. Good for destroyers, can be switched off.
11. Abilties: Spread dissent, increases unhappiness for a while. Infiltrate: gain access to the enemies city menu for one city for one turn...maybe to powerful just make it abile to see enemies city for a turn??
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