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New Marine Ability Idea: Land + Move

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  • New Marine Ability Idea: Land + Move

    Instead of the calls for "boosting the A/D" of Marines... I was thinking that they needed something else. Why not give them the ability to move off of a transport without using their movement point? In other words, let them be able to attack / move after they've landed. I think this would add usefulness to the unit, and make us all think a little bit more. I don't think the realism nazis could really complain.

    What do you think?
    Caelicola

  • #2
    They can. After the other Marines first take the city they are targeting for invasion.
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    • #3


      Obviously. I'm not talking about invading cities. I'm not talking about attacking directly from a transport... I'm talking about moving to any square off of a transport without using up the attack/movement. i.e. landing, and then having the ability to do something (move to a more secure location, attack further inland, etc)
      Caelicola

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      • #4
        Originally posted by SirSebastian


        Obviously. I'm not talking about invading cities. I'm not talking about attacking directly from a transport... I'm talking about moving to any square off of a transport without using up the attack/movement. i.e. landing, and then having the ability to do something (move to a more secure location, attack further inland, etc)
        Give them "treat all square as road" or a second movement point.
        Science without conscience is the doom of the soul.

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        • #5
          I don't think giving them an 'extra' move would help them to be a more useful unit. They would still be weak, but just more mobile initially.
          I'm building a wagon! On some other part of the internets, obviously (but not that other site).

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          • #6
            I've tuned Marines up a little bit by giving them an attack of 12. Now in the 1.21 game I consider giving them a HP bonus, too, to make the Marine some kind of a Special Forces unit for fighting in field even during late game.
            Solver, WePlayCiv Co-Administrator
            Contact: solver-at-weplayciv-dot-com
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            • #7
              Has anybody flipped the 'Wheel' switch for Tanks, ModArmour and MechInf? If so, how does it play?
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              • #8
                Originally posted by Solver
                I've tuned Marines up a little bit by giving them an attack of 12. Now in the 1.21 game I consider giving them a HP bonus, too, to make the Marine some kind of a Special Forces unit for fighting in field even during late game.
                I to, have given them more attack. Although, my version is weaker, since it's a 10/10 unit. I gave them a 2 movement.

                I tried giving some worker abilities, such as building forts, but it didn't work as I expected.
                I drink to one other, and may that other be he, to drink to another, and may that other be me!

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