i like the specialized units, but i think the approach in the game could use a different implementation. i propose a new take, that in my mind would mainly be a programming change, and would require few if any new art assets(there are already some in the game that would do nicely).
Currently: the way it is in the game now, you place an improvement in the city and this allows you to build units that are specialized to a certian task.
The Problem: the problem with this is that this takes control out of the players hands. these are premade units that are out of the players control to alter. the downside to this is that if you are trying to go with a theme for your military, this gives you no way to change it. also these units usually will start out powerful in early game, and be weak by late game.
The Solution: what i propose is that you take the buildings that are already created for the specialized units(example, dungeons masters guild for DM's) and instead of allowing you to build these stagnant units it instead gives you a special item similar to the messenger kit. this kit bestows upon a unit the abilities of the said special unit. for instance, if you built a dungeon masters guild, then you would get a dungeon masters kit. this would be given to a character of your own design and you could call it what you want. another example would be a spell book given to wizard units which would give an appropriate ability. these would be faction wide, and you could build them anywhere not just the town you have the building in
The Benefit: the benefit here would be that you could create your own VERY specialized units that could be both a dungeon master AND a wizard if you wanted to. also if you captured a town that had this building you could mix in your own factions special abilities and make truly unique units. these would be very expensive, but could be units that would allow you to create exactly what you want, the way you want.
so, what do you think?
another issue i have with the specialized units is one of continuity. even if you don't have the ability to make metal armors, the dungeon master units come with metal armor. its not a major gripe, but to me it shows weakness to the current concept. i can research the dungeon master guild, and create them, but i might still only have cloth armor.
Actually, I very much like this idea as it is consistent with the recently implemented Pioneer Kit. I developed a "Super Pioneer" with good speed to move quickly around the map. I very much like that fact that you could develop an Assassin Character by attaching a special kit once the Assassin's Guild was built. Not so sure I agree that it can be built anywhere in your kindgom as opposed to just within the founding City, but fundementally your idea is great and should be easy to implement as part of "polishing." cookie for you.
well the idea is that the improvements that are built are sort of a training or school facility. it would prob be hard to make units that have a special kit be built in the founding city. originally i thought that it would be best if the training centers were only a one per faction kind of building. however, i think that have multiple buildings would be best suited for the strategy aspect. it would be better if the improvements could be redundant.
i see your point though about them being trained only there. i just think it might be tricky to program that.
I think we all agree that many of the special units from the adventure tree are underpowered and should be in some way customizeable or at least leveled by some other function.
This is how GalCiv2 did it, and it worked great there (IMO). Having most of your units customized except for a few that have fixed attributes/abilities is kinda weird.
I strongly support the idea for specialized kits rather than specialized units, as the OP suggested.
What do others, including developers, think?
Best regards,Steven.
I also agree with the kit suggestion. Units with bows already need a special building to be trained, so why not use the same mechanic for specialized units?
I agree, this is the way to go. Makes much more sense!
Tomas
Nice idea, I agree too.
I concur- this definitely sounds like the way to go.
Aye ... and either only allow the construction of assasin (kit) in the founding city, or have stronger assasin(kit)s in the founding city and weaker/cheaper assasin(kit)s in cities that build new assasin guilds.
Or, have no different between founding city and other cities, and have all assassin guilds be equal (instead of the first assassin guild to be special)
wow alot of supporters here! maybe the devs will take note. when we first got access to the special units, it always made me wonder why have stagnant units that cannot grow. it just makes them useless at higher levels. if this is to time consuming to get done, then i hope they will atleast make these units template units that you can outfit yourself. however i still hold out hope for special equipment then can equip for the same abilities. i want assassin mages!
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