Just Rules aims at increasing the strategic options in RA3. It includes things like a more balanced upgrade system, revised protocols and build limits on each unit design to discourage spamming and encourage diverse unit formations and strategies.
I need a replace ability for the now worthless Empire Engineer secondary. This is my idea. Ether a buildable auto turret or a walking turret. Comments? alternative ability suggestions?
Making it move would be interesting, but I'm thinking the purpose of this is only to help the Engineer survive by routing/distracting troops. Given that you give due consideration to it's health points, it's life span and attack damage, allowing it to move or otherwise won't change it's balancing that much. What is more important is the strength of enemies it can either repel or slow.
*note: if it doesn't do enough damage, this ability is at risk of becoming redundant. I suggest you think of specific scenarios in the following formula: (Damage/sec = Health of 6 conscripts / time taken for 6 conscripts to travel x distance)
It is also important to consider the time it takes to build. Given it is a unit with what amounts to a battery life. It should be deployed rather quickly. The life span/ ability recharge time could be something like 30s. This would allow each engineer to have personal drone guard but limit it to one at a time (per engineer). The battery life and cost of the drone would increase micro management. Alliteratively, it could be given a lot of firepower and a recharge time longer than the life span.
I need a replace ability for the now worthless Empire Engineer secondary. This is my idea. Ether a buildable auto turret or a walking turret. Comments? alternative ability suggestions?
Perhaps a turret that explodes after a while, bit like the burst drone?
Good idea. The ability recharge could be equal to the unit's life span. Should it be able to move?
Making it move would be interesting, but I'm thinking the purpose of this is only to help the Engineer survive by routing/distracting troops. Given that you give due consideration to it's health points, it's life span and attack damage, allowing it to move or otherwise won't change it's balancing that much. What is more important is the strength of enemies it can either repel or slow.
*note: if it doesn't do enough damage, this ability is at risk of becoming redundant. I suggest you think of specific scenarios in the following formula: (Damage/sec = Health of 6 conscripts / time taken for 6 conscripts to travel x distance)
It is also important to consider the time it takes to build. Given it is a unit with what amounts to a battery life. It should be deployed rather quickly. The life span/ ability recharge time could be something like 30s. This would allow each engineer to have personal drone guard but limit it to one at a time (per engineer). The battery life and cost of the drone would increase micro management. Alliteratively, it could be given a lot of firepower and a recharge time longer than the life span.
I got just the model for this :D
Yes yes yes...this need more turrets! :D
make it to move and set a repair drone so it can repair itself and friendly units nearby
And please help i cant play this mod, everything it 's done but it dont work. Why?
Please send me the information.
whats about hovering?