7 years ago
Alternate research options
I was thinking that the research of units needs more content. Namely having an alternate research option that has the same price and is either mutually exclusive or if either is researched, the other option increases by 10 to 100 times its amount.
Think of it like this:
The Venom has a additional research option of 'Transport' which allows it to carry 1 infantry squad.
An additional and mutually exclusive research appears, called 'minimum range'. This minimum range is 1.5 and causes the venom to stop if there is an infantry in that area.
Through this research, a venom can destroy a sniper team in front of a flak. Said sniper team has a scooper to either its left of right.
Another less overpowered idea is this:
The Firehawk and Vertigo has an upgrade called 'nano tech'. Firehawks are the only one of the two that can strike a construction yard two spaces to either side of a flak. Vertigoes can't; conversely, Firehawks can't target a construction yard that is buried inside the base.
An additional upgrade becomes available named 'toggle range'. It allows both firehawk and vertigo to toggle their range back and forth from 1.5 to 0.5. Thus making both units more flexible. Should either of the 2 upgrades be purchased, the price of the other upgrade increases by the set amount in both research points and credits.
Nod has a weakness to all forms of infantry - their units are not strong enough and GDI's version overpowers their attack by at least 10%. GDi's additional upgrades should focus more on repair time and Nod's additional upgrades should be focused on range or attack strength.
There doesn't seem to be anything mutually exclusive other than the factions you choose, which some players get around by having an alternate account, like me.
Think of it like this:
The Venom has a additional research option of 'Transport' which allows it to carry 1 infantry squad.
An additional and mutually exclusive research appears, called 'minimum range'. This minimum range is 1.5 and causes the venom to stop if there is an infantry in that area.
Through this research, a venom can destroy a sniper team in front of a flak. Said sniper team has a scooper to either its left of right.
Another less overpowered idea is this:
The Firehawk and Vertigo has an upgrade called 'nano tech'. Firehawks are the only one of the two that can strike a construction yard two spaces to either side of a flak. Vertigoes can't; conversely, Firehawks can't target a construction yard that is buried inside the base.
An additional upgrade becomes available named 'toggle range'. It allows both firehawk and vertigo to toggle their range back and forth from 1.5 to 0.5. Thus making both units more flexible. Should either of the 2 upgrades be purchased, the price of the other upgrade increases by the set amount in both research points and credits.
Nod has a weakness to all forms of infantry - their units are not strong enough and GDI's version overpowers their attack by at least 10%. GDi's additional upgrades should focus more on repair time and Nod's additional upgrades should be focused on range or attack strength.
There doesn't seem to be anything mutually exclusive other than the factions you choose, which some players get around by having an alternate account, like me.