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Dark_Angel
20-01-2008, 06:40 PM
This may well have been suggested before, but what the hell it came to mind.


Basically I propose adding a new unit to each route, a unit that each player can only have one of at any one time. This unit would be far more powerful than any other unit in the game, not neccesarily in its killing power (although that is a possibility) but because of its ability(ies) on the battlefield.

Whatever mob' you sent this one unit with would gain an advantage, perhaps two or three. I've come up with the following:

- Decreased ETA for the mob the unit is sent with

- As a kind of morale booster - whatever mob the unit is sent with would benefit from x% more attack damage (i.e each individual unit would be made x% more powerful in terms of attack ability) / In a similar way if your super' unit died in battle your troops attack power could be lowered by a %

- In the case of Spec Ops, this routes super' unit could have the ability to scout the enemy base without any actual fighting taking place. The unit is sent into the enemy base and takes X ticks to arrive, and then x number of ticks to conclude a report on the enemies stealth units.

- Etc


Obtaining one of these units shouldn't be made easy,it would only be available at the end of route development. As with developments the unit would take time to train - you can't just buy another one if one dies. This training time could be days, as obviously it'd be a very powerful unit. Once trained there could be a timer in place to prevent the training of another super' unit for x amount of days.

Possible power unit names:

Mil: Commando

Thug:

Robo: ?

Protestor: Dictator

Spec Ops: Veteran Sniper

Fantasy: Overlord

-

Obviously there are a lot of variables with this one, maybe too many - but right now fighting is very straight forward and takes very little planning. Maybe this would add something else to the battle aspect of the game?

Loz
20-01-2008, 07:37 PM
i like the idear tbh

afew things that poped in to my head is

can the super unit be bribed ? if they can all the bribes will be overpowered

these super units would make a good replacement for the seedies etc etc as they are useless now

Scorpio
20-01-2008, 07:41 PM
Good thinking DA :)
I like your idea actually...
Problem with the lower ETA thingy .. wouldn't pure solos get home way too fast then? :o
And if you're suggesting that you can make more of these "super units", then I'd prefer you could only make one of it(may be too overpowering otherwise ).

I'd add an option for every route with stealth units to be able to invest in "counter-spy" developments.
Damn, there are tons of ideas around this one :P

I don't think Azzer would implement this though, there are millions of suggestions and there's still some fine-tuning to do with the game so... :/

Gz for your idea though:)

HotShot
20-01-2008, 07:43 PM
I think this is a good idea until a certain level.

Lots of players who start playing the game complain about how difficult it is to understand every aspect of this game. If you add yet another one, nobody would even try to start playing.
This would be very interesting for players who know the game entirely, so it should be a good option for a private world. But then again, I think it would be too much work to create these units just for PW's

Scorpio
20-01-2008, 07:53 PM
Ok, how about ....

if you are fully teched, you can make a construction that can create your "super unit". Here you have to choose wisely, because you can only make one structure which can only make 1 unit.


Options would be :
-detecting stealth units and funds (maybe?) (maybe this can be a development too. If the unit is level 1 you can only see rough figures off this intel the higher the level is, the more accurate your intel is).
-sabotage: this would be rather limited, you can pick you unit, send it to a hq and let it destroy some of the plants from a player (small %). Maybe this can be done with seeds as well but I see room for abuse here. (like 50 ppl sending their unit to #1, destroying all of his seeds :P).
-hmmmz, all I can think of atm

But this is WAAAAAY too much to implement I think :P especially with the amount of work to do ^^

Dark_Angel
20-01-2008, 07:55 PM
I don't think Azzer would implement this though, there are millions of suggestions and there's still some fine-tuning to do with the game so... :/


Yeah but everyone else isn't "doing" Azzer ;D

-

Just to answer a few queries:

Indeed there are a lots of aspects to this game, but every game has learning curves - and as this feature would come at the very end of route development pressumably any user would have picked up at least a half decent knowledge of the workings of the game.

Secondly, no it wouldn't be bribable. Only one of the super' units could exist for each player.

And last but not least - the ETA boost is one of a number of abilities individual super units could have.. perhaps it could be the Overlord unit that boosts eta (something like "Mob sent to.. our Overlord used a spell to teleport us closer to the enemy base, eta -1) or something :p


I realise it's a pretty big thing to look at, I just thought it interesting. As are your ideas Scorpio!

Scorpio
20-01-2008, 08:02 PM
In addition, this may light up the fire a bit for some of the oldtimers. I have heard a lot of players (for example KISA - yes you are an oldtimer :P ), who are starting to get bored with the game. An extra dimension, which isn't that harmful at all, would stimulate some more interest!

Haplo
20-01-2008, 11:09 PM
Robo super unit should obviously be T-1000 :P

Pete
20-01-2008, 11:27 PM
naa stick with the dyno theme, fred flinstone

Jimbo2189
21-01-2008, 01:19 AM
If this idea went ahead would the unit be a perchase unit or not??

pinpower
21-01-2008, 11:09 AM
tbh, i would like this (even tho it'll never happen) as it would make things a bit more interesting for a round or 2 (hopefully)

BUT...(back to the old argument) i think it would make things to complicated for new players...although they wouldnt be able to get this unit til the end of their route...which i spose means you could argue that they would already have some experience with attacking etc....but i think if im understanding DA correctly these units would act as a way of altering the battle slightly (working with the units you have sent)

in this way i think it would require quite a high level of understanding of the game to be able to effectively use these units...just my thoughts...

Scorpio
21-01-2008, 06:29 PM
To Jimbo2189: In my perspective, this wouldn't be a p unit.

To pinpower: As DA already pointed out, by the time a new player gets to reach the end of his tech, he'll already have acquired a fair share of knowledge of the game.
Imo.. a strategy game(like other bushtarion variants), which you totally understand in 2 days is rather dull and plain st00pid. If there are numerous achievements to look out to, it adds and added value to the game.
This unit would be another incentive for both new and old players

willymchilybily
21-01-2008, 06:33 PM
maybe age 5.0 in a few rounds of the current system when its up and running. See how its working. But i personally like the idea.

ofc like has been said it wouldnt be coded for some time if ever. also could become far to complex, may change game dynamics too much. though does sound fun. also i assume your unit only helps your men. not a 20man allaince defending with 20 "hero's" yes im comparing it to warcraft 3. thats what it reminds me of. :P

suggestions

prot: Dictator - rules your whole operation with a greater vision, everything works to one cause. seeds get +5% yield when growing from seeds-plants

fantasy: Godzilla- the ground shakes. distant screams fill the air. the enemy grows afraid very afraid, they cant even shoot straight (reduced damage to all units X%)

just for fun

Davis
21-01-2008, 07:34 PM
And if you're suggesting that you can make more of these "super units", then I'd prefer you could only make one of it(may be too overpowering otherwise ).

he said only one, if i read correctly, unless by this you are meaning, one all round, in which case I really don't agree with you, because just because someone made a foolish mistake and lost theirs shouldn't mean they don't get it the rest of the round, maybe, it could be a development in such regards as if you get yours killed it gets rid of the development, and then you have to develop it again, that way when it dies theres a period of time where you don't have it but defiantly not forever.

Cheese
22-01-2008, 02:31 PM
So make things more complicated? Um no thanks darkangel.

Dark_Angel
22-01-2008, 03:39 PM
So make things more complicated? Um no thanks darkangel.


I'm assuming a degree of intellect in the bushtarion playerbase with this one, I don't see who'd have a problem with an extra unit in their route?

Eg of the Super Unit introduction/Death

(Mils)

Train Commando

Begins the training of an elite commando for use with an outgoing mob. You can only train one of these every xxx ticks.

Commando Abilities: Increases the attack damage done by every unit in the mob the commando is sent with.

-

(On death) Your commando has died, you can train another one in (xx) ticks.

Cheese
22-01-2008, 05:43 PM
So make things more complicated? Um no thanks darkangel.


I'm assuming a degree of intellect in the bushtarion playerbase with this one, I don't see who'd have a problem with an extra unit in their route?

Eg of the Super Unit introduction/Death

(Mils)

Train Commando

Begins the training of an elite commando for use with an outgoing mob. You can only train one of these every xxx ticks.

Commando Abilities: Increases the attack damage done by every unit in the mob the commando is sent with.

-

(On death) Your commando has died, you can train another one in (xx) ticks.
People who just start playing bushtarion. Who have enough to get to grips with. Without requiring some rubbish you suggested adding more confusion.

f0xx
22-01-2008, 05:57 PM
To be honest, from what other games I have played, I find out that there are some really really simple, I would even say stupid games, and people still cant figure out how to play proper. In comparison to those games, bushtarion is quite complex in its current state, not to mention what is going to happen if Azzer adds more features.

Do not take me wrong, I love DA's idea, but if we think about whats best for the game, I would say no. Not to mention that I kinda agreed with the Pink lady... :roll:

Dark_Angel
22-01-2008, 07:57 PM
Thanks for your opinion f0xx, it makes a great deal of sense - I considered that aspect of it too.

Cheese you really do make me laugh, we get "ok" again and then you start us off again. I refuse to stoop this time, however I will ask that you re-consider your interpretation of my proposal as "rubbish" given nearly everyone who has responded has expressed an appreciation for it :)

Chewie
22-01-2008, 09:47 PM
Seriously cheese the game isnt that smegging hard to play. It's not rocket science and infact far from it. I'm sick of the "too complicated" starter pack card. I would agree if the change involved Einsteins theory of relativity. But it doesn't at all. This game is easily playable by the average 12 year old to a decent standard having one special unit makes things slightly more complecated but not really. The game consists of Bash Bash Bash Bash lol we have more members than you Bash Bash Bash. Making it possible to have an extra unit to attack or defend with will only diversify the game for a minority of players however would be a good addition to fill the current gap there is. there seems almost nothing to do on the game atm other than bash the tits out of low ranked players.

Having this unit would make it more fun to play different ways trying to use tactical methods to increase your capabilities in battle and make the P-unit less of a necessity with this boosted power you get.

Scorpio
24-01-2008, 01:16 AM
Rofl @ 2 last posts :P

As you already know, I like the idea, but I wouldn't let the unit give more power to the mob though, that could get outta hand...

I just know that it's never going to happen though :)
People are afraid of change :p