Three more ideas (there goes my studying).
When upgrading a unit, improving the chassis should also be an option. I should be able to upgrade a silksteel shard infantry unit into a silksteel shard rover or chopper with energy credits. If special abilities don't convert, they should just disappear, maybe even saving money. Now, this is only an infrequent option while a unit is in production and you design a new one in which the only difference is the chassis. The chassis change could be expensive, but I shouldn't have to disband the unit in a base and lose so much production value relative to the gun and armor costs.
Any unit with more than one movement point should be able to attack up to their number of movement points, not just choppers. This goes for elite infantry, rovers, and especially gravships. I'd like them thought of as action points. Gravships hover like choppers and the infantry and rovers are on the ground anyway. Also, there's no reason why a bomber or interceptor can't make another pass, if it has fuel. All units with enough action points should be able to stick and move, not just move and stick. Maybe part of the answer is giving units a fixed amount of ammo that must be "recharged" as part of an improved military logistics system, or requiring an attack to use multiple action points.
Also, speaking of movement, one of the most annoying things is to have a gravship with lots of movement left end it's turn because you accidentally moved it the wrong way and it entered a friendly base. Only air units seem to fall victim to that, and no unit should. Airplanes don't automatically land on every runway they fly over.
When upgrading a unit, improving the chassis should also be an option. I should be able to upgrade a silksteel shard infantry unit into a silksteel shard rover or chopper with energy credits. If special abilities don't convert, they should just disappear, maybe even saving money. Now, this is only an infrequent option while a unit is in production and you design a new one in which the only difference is the chassis. The chassis change could be expensive, but I shouldn't have to disband the unit in a base and lose so much production value relative to the gun and armor costs.
Any unit with more than one movement point should be able to attack up to their number of movement points, not just choppers. This goes for elite infantry, rovers, and especially gravships. I'd like them thought of as action points. Gravships hover like choppers and the infantry and rovers are on the ground anyway. Also, there's no reason why a bomber or interceptor can't make another pass, if it has fuel. All units with enough action points should be able to stick and move, not just move and stick. Maybe part of the answer is giving units a fixed amount of ammo that must be "recharged" as part of an improved military logistics system, or requiring an attack to use multiple action points.
Also, speaking of movement, one of the most annoying things is to have a gravship with lots of movement left end it's turn because you accidentally moved it the wrong way and it entered a friendly base. Only air units seem to fall victim to that, and no unit should. Airplanes don't automatically land on every runway they fly over.
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