Ideas for units

Hello first time posting. 

So been playing this game for a few hours and notes a few things that i hope will be implemented in the near future. 

I would like to see secondary weapons for units. Such as found in Supreme command 2. It did simplify some of the units which I think was the right thing to do. However they did remove a few other features i did like. 

Anyways I feel some units could benefit from smokescreen ability to mask their approach. Also upgrade the Air units with counter measures. Maybe for AA guns giving them a 20 second overload which shoots rounds quicker. With a cooldown after, aka unable to fire after 10 second. So you get a good trade off.   

As for the bigger T3 units should have similar abilities. Such as temporarily buffing armor or damage to nearby units. But the T3 unit gets a negative to armor / damage in order to buff other units within its range. I always feel there needs to be a trade off. 

A transport class or better yet a BLINK / teleport function after building some type of building. Units enter maybe 30 units T1 and T2 units. First T1 is a give-in but if you want T2 to be able to use it you need to upgrade the building to be able to handle the increase in mass. Anyways select location and it blinks / teleport them there.

For such an advance species why do they use rockets ? why not use some type of plasma based weapon or maybe Gravity cannons instead. This doesn't bug me as much.

not sure why we have a medic when it should actually be a mobile repair platform instead. Recommend renaming it to mobile repair bay or maybe redesigning it to look like a carrier. Have small ships come out and repair nearby units. I think it should resemble a carrier just because it makes sense. Carriers are support unit.

That's it for now but may come up with other ideas. Cheers  

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Reply #1 Top

Welcome to the forum.

 

I would like to see secondary weapons for units.

Most of the units have multiple weapons. In many cases, it doesn't feel like it as there are long cool-downs, and there are lots of elves working in the background to determine when a shot is suitable which further adds to the delay between firing.


Anyways I feel some units could benefit from smokescreen ability to mask their approach.

AotS is focused as a large scale strategy game. The intention appears to minimise micromanagement which is heavy in other RTS games like Starcraft. The global abilities (Orbital calldowns) allow activating healing, plasma storms etc. Many of the units have energy, which acts as a charge delay for some of their actions.

At first, I also felt that there could be more abilities etc which would require micromanagement. But as the battles get large, micromanagement would get tedious.

 

A transport class or better yet a BLINK / teleport function after building some type of building

Teleport orbital calldown shows as "Coming soon".


For such an advance species why do they use rockets ? why not use some type of plasma based weapon or maybe Gravity cannons instead

Many of the weapons are plasma or railgun based etc. The Brute (the most basic unit) uses a plasma cannon. Missiles are a useful way of delivering an explosive payload. Long range indirect fire weapons such as missiles would not be made obsolete if short range direct fire weapons such as plasma cannons were invented.


not sure why we have a medic

Machines are people too.

"Over time, humans began to use Turinium to extend their capability. Initially via handhelds and wearable devices and then eventually through integration with their biology. As generations of humans became comfortable with the concept of more of "themselves" existing outside their biological forms, many began to suggest disposing of their "meat" entirely and interacting with the physical world purely through constructs."

Source: https://www.ashesofthesingularity.gamepedia.com/Post-Human_Coalition