my rebalances idea to me.

Dhruv patel

Approved user
Joined
Aug 27, 2017
Messages
491
my barrack troop change: adding a 4th barrack to contribute to space available hence another set of expertise.

wall sapper from 5 to 3,

mortars: 1 less range and 1 less to their multipler but takeup 5 troop space.

tanks space of 10 but deploy 4 heavy infantry on death and give them 30% reduced damage from defensive buildings like the wall sapper and multiplier to defensive buildings 2x to 3x. movement speed boost like defending tanks.

supply vehicle after tech space should be 8. maybe a tech or future comittee bonus that gives them a chance to cast first aid (equal to tactic level) per heal or plague doctor poison damage

assault vehicle have the same space at 10 but have that multiplier to walls too and move faster and boost damage and multipler goes from 3x to 4x and deploy 4 heavy infantry on death.

for 1 space heavy and ranged infantry get a "marksman/critical hit" bonus where they get a 5-10% chance for them to deal double damage. both move a bit faster

attack heli and artillery space of 10.

my factory troop changes

factories contribute 5 space each for just 10 more space and they too get an expertise boost called "mechanisation"

gatling gun: space to 2, increase range from 3 to 4, move a bit faster and have their multiplier against defenders be 10x damage.

commandos: space after research 7

heavy tank: increase hp by 100%, after research final space is 20. give it multiplier bonus to walls alongside its others to and like atk heli give it a gatling gun damage and supression (can shoot over walls for defenders and work like the super tank shooting both once in combat with enemy troops but this could apply to the bunker defenders too) and on death release 3 gatling guns (sally ride gives 2 more) will apply to defensive HT.

bazooka: space to 3, bigger splash radius move faster and +1 to their multipliers.

armored car: change damage multiplier to resources and defenders and make it 4x over 3x.

apc:10 space and the damage is same but can supress troops no multipliers.

tactical heli: 10 space the recent uni leader does alot for them already

mrl: every 2 levels increases rocket number by 1 so the mrl level 2 has 12 rockers per volley. rockets have a bigger splash area and +1 range and move faster. which does get weird since the captains mrl is moddled after the HIMARS system which has 6 rockets

my airstrip balance

airstrip gets an expertise boost too to insentivise upgrading both and later on each one gives an extra +1 so an additional 2 air space.

airplane: idk? with their rebance, make the normal damage a bit smaller but nowhere near this rebalance so they harras and supress buildings, bigger multiplier to defenders. 1 space.

bomber and transport: swap their hp around to me.

transport: cooldown to 20second and 4 paratroopes a deployment if shot down 4more on death and move faster.

general buff-

their multiplier affects heavy tanks too.
 

Dhruv patel

Approved user
Joined
Aug 27, 2017
Messages
491
for bombers their reduction of only 10% damage to air defence, town centre and drone command could apply to wonders too.
 
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