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January 22nd, 2007, 12:37 AM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: Bringing Back the Super Combatant
The problem in Dom 3 that the potential SC faces isn't with other potential SCs, it's with the sheer number of units on either side of the battlefield. I wouldn't want to make these SCs more powerful objectively for no good reason as some kind of crazy power-trip. That's why the Dev Gods invented cheat-codes. I'd just like to make chassis which will cost considerably more to purchase, but will give the return of being able to function profitably on the front lines of more than one large battle.
As it stands, yes you can invest a huge amount of time, effort, research, and gems, and turn any decent combat Pretender into an SC-which won't be very useful by the end of the game. I'd like to give the option of purchasing a god chassis which can take out independents on it's own, repeatedly, and allow for quick solo expansion, as a viable strategy and without ending up with a badly crippled, worse than useless Pretender.
I can see a lot of usefulness in concentrating your Nation on a single unit, but why force the entire Nation to be invested, long-term, in such a project when the outcome is only one unit?
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You've sailed off the edge of the map--here there be badgers!
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January 22nd, 2007, 12:52 AM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: Bringing Back the Super Combatant
Destroyer of Worlds isn't a bad chassis, just because it's got 4 arms. It's not great for the price though, since it's basically just a slightly more powerful Nataraja, which would cost 0 unless I'm mistaken-certainly not 125.
It can easily be afflicted, cursed, horror-marked, etc. The downside of the SC happens in MP when your human opponent targets your SC and does nasty long-term damage to it. That's going to happen regardless of how well equipped your SC is.
Making a select number of SCs more powerful against conventional armies is my goal, not against human-run SC-kill-squads.
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You've sailed off the edge of the map--here there be badgers!
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January 22nd, 2007, 02:15 AM
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Major
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Join Date: Sep 2005
Posts: 1,007
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Re: Bringing Back the Super Combatant
and you want them functional out of the box?
I recall that whenever I made a pretender mod and the pretenders could be used like that in early expansion, everyone called them "overpowered"
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January 22nd, 2007, 02:51 AM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
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Re: Bringing Back the Super Combatant
Want to make something powerful?
Give it as many of the following as possible:
Immortal,(True?)Etheral,Regeneration,Awe,Fear,Flyi ng,Lucky,some AoE Shield,Sneaking,Glamour. And there are more 
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
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January 22nd, 2007, 02:48 AM
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First Lieutenant
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Join Date: Dec 2003
Location: Calgary, Canada
Posts: 762
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Re: Bringing Back the Super Combatant
Quote:
HoneyBadger said:
As it stands, yes you can invest a huge amount of time, effort, research, and gems, and turn any decent combat Pretender into an SC-which won't be very useful by the end of the game. I'd like to give the option of purchasing a god chassis which can take out independents on it's own, repeatedly, and allow for quick solo expansion, as a viable strategy and without ending up with a badly crippled, worse than useless Pretender.
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Have you tried GK? It's not even that pricey and pretty useful in the late game for forging and summonning of what otherwise would be inaccessible.
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