![]() | |
| | #1 |
![]() Join Date: Mar 2007 Location: Underground
Posts: 5,623
![]() ![]() ![]() | Add "Lobotomizers!" I think you should add soldiers with 'Lobos,' because they were extremely effective against the zombies. maybe the lobo would be an alternate form of a normal unit, but that might be hard to manage. I was surprised to not see lobos in the map after reading WWZ and reading about how people constantly used them. PS: for all who don't know, a lobo it like a shovel+axe. to use it you insert it into a zombie's head, really hard. |
| | |
| | #2 |
![]() Join Date: Jun 2007
Posts: 1,587
![]() | Re: Add "Lobotomizers!" Make a second infantry standard unit that only comes aftet adv tech, gif this a melee and a ranged attack. Boom, lobos. |
| | |
| | #3 |
![]()
Posts: n/a
| Re: Add "Lobotomizers!" I would say one or the other for two reasons, one balance and two it is harder for the game to understand two attacks that hit the same target types. |
|
| | #4 |
![]() Join Date: Apr 2007
Posts: 1,002
![]() | Re: Add "Lobotomizers!" It would have to be something that changes between the two attack types. If you've ever played WotTA LotR maps you know what I mean. It sounds like a good idea for an advanced tech infantry. |
| | |
| | #5 |
![]() Join Date: Mar 2007 Location: Underground
Posts: 5,623
![]() ![]() ![]() | Re: Add "Lobotomizers!" Maybe advanced tech infantry could switch to Lobo wielding maniacs? |
| | |
| | #6 | |
![]() Join Date: Jun 2007
Posts: 1,587
![]() | Re: Add "Lobotomizers!" Quote:
We could add a triggor.. i wont go into it, but When unit A gets within X amount of range of unit B, skill Z activates on unit B. Somethign like that, hell, even I could probably do that triggor for infantry :/... | |
| | |
| | #7 |
![]()
Posts: n/a
| Re: Add "Lobotomizers!" I still think one or the other would be better for balance Mainly due to the fact that the zombies get no late game ranged units why should the humans get a late game combo unit? |
|
| | #8 | |
![]() Join Date: Jun 2007
Posts: 1,587
![]() | Re: Add "Lobotomizers!" Quote:
Hell, I could balance this game unbelievably easily.... | |
| | |
| | #9 |
![]() Join Date: May 2007 Location: Holy Terra
Posts: 495
![]() | Re: Add "Lobotomizers!" If you make the zombies a lot more powerful then the humans at start the humans will have no chance, the defensive fortifications are not made for that, and the humans would be unable to put up a successful defense without some modifications to the game, such as making barricades stronger, head shots stronger, modifying everythings cost, and if the zombies are too powerful they will win easily by attacking everyone before the cost of advanced tech could be researched. |
| | |
| | #10 | |
![]() Join Date: Jun 2007
Posts: 1,587
![]() | Re: Add "Lobotomizers!" Quote:
But that wasn't what I meant, I do not want the elaborate to much on the subject but basically this. Zombies do not actually "attack" barricades and buildings, they do force their way in though. So thus, instead of barricades being, well, you know, 3 hits and gone, make it the way it should be, zombies to almost nothing. Take the headshot chance for all pre-enlightenment(because late in the war, humanity learned how to defeat them) units minimal, and what not. But use a simple triggor to stop a zombie, a long range stun, because when you shoot a zombie, often times, it will fall down, and then get back up 10 seconds later. I can think of allot of basic things, that would make the fighting a bit more complex, with more factors, and more balanced, and infact, I have all of the triggors I am thinking of in a disk sitting only a few feet away from me. Honestly, I do, atleast to a point want to take over this project. Allot of things would change. The catas would be there, but with the new styled terrain, there would be actual cliffs(since zombies can't climb steep mountains, unless there is a provided path- IE: When India moved it's government to the Himalayas.). If you guys want me to say anything else, I will mail you about it, i don't feel like having another nooby map maker stealing my products(IE- WWZ middle ages. -.-). | |
| | |
| | #11 |
![]() Join Date: Mar 2008 Location: Toronto, Ontario
Posts: 155
![]() ![]() | Re: Add "Lobotomizers!" Finally activity! OK for the Lobos, make them 150 range, (melee is 100) because they were supposed to keep zombies at bay. They are large weapons, so maybe a very slow attack speed, but to make up for it, add 50% chance of knockback (the zombies are pushed back). It would also need a very high crit hit chance. |
| | |
| | #12 |
![]() Join Date: Mar 2007 Location: Underground
Posts: 5,623
![]() ![]() ![]() | Re: Add "Lobotomizers!" because the people would always aim for the forehead? good idea! glad my idea rocks so much ![]() |
| | |
![]() |
| Thread Tools | |
| |
Similar Threads | ||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| What should I add to RoE? | King_Leopold | Rise of Empires | 36 | 3 Weeks Ago 06:32 PM |
Hero Class A few Classes I thought you should add... | Eddy9007 | Submissions Board | 15 | 05-18-2008 12:44 PM |
| Could Someone Add These Models To This Map? | Blooboom | World Editor Help | 2 | 10-26-2007 11:00 PM |
| Add team options for map creator | angsephirx | Broken Alliances | 25 | 06-30-2007 07:02 PM |
| [Tutorial] Dialogs | MrOrange | World Editor Help | 16 | 04-25-2007 06:00 PM |