Implementing new units
Posted: Fri Mar 04, 2011 7:00 pm
The main problem (IMO) with RA is the lack of power to infantry. It's literally tanks or die. Moreso in OpenRA, when infantry does even less vs tanks.
I'd like to propose a few units.
Sniper (infantry image) tanya high anti infantry power, super high range, and slightly higher power vs tanks. super low ROF and price ~450. invisibility on veteranship.
Cannoneer (rocketeer image) 20% better power than rocketeer, crap vs infantry, longer range. super slow. Low ROF. Price ~500.
Miners? get one square of ore, lugs it to a refinery. ~200.
I'll let you know when i think of more. Basically, i want there to be more than just tanks to win.
Yes, i know about engineers.
I'd like to propose a few units.
Sniper (infantry image) tanya high anti infantry power, super high range, and slightly higher power vs tanks. super low ROF and price ~450. invisibility on veteranship.
Cannoneer (rocketeer image) 20% better power than rocketeer, crap vs infantry, longer range. super slow. Low ROF. Price ~500.
Miners? get one square of ore, lugs it to a refinery. ~200.
I'll let you know when i think of more. Basically, i want there to be more than just tanks to win.
Yes, i know about engineers.