bulbmin
Fiery Bulblax
BLU Scout[A:3]
Ooh hoo hoo, ya gun shoots medicine. That's intimidatin'.
Posts: 762
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Post by bulbmin on Nov 28, 2008 14:43:28 GMT -5
I was thinking, and I think we really ought to remove the Petals for Projects rules for Wildlifes. Wildlifes have no advantage at the moment, because Hocotatians are better off financially too.
For example, let's take a 30 day tank that take 1 iron to make. A Hoco will have to pay 30 petals to make this tank. A Wildlife will have to pay 55 petals to make the same tank. Not only that, but, due to the tech advantage, a Hocotatian's tank will be better. I feel this is a really big disadvantage that Wildlife armies don't really need.
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Muffin Man
Fiery Bulblax
Lord of the Random Spectralids
Posts: 707
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Post by Muffin Man on Nov 28, 2008 15:05:24 GMT -5
But let's not forget that a 55-day super could easily kick both tanks' butts, as well as a few others. Hoco's might have machine power, but Wildlife don't have to pay 250 for their first PC (since they start with one), and wildlife have supers+special troops.
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bulbmin
Fiery Bulblax
BLU Scout[A:3]
Ooh hoo hoo, ya gun shoots medicine. That's intimidatin'.
Posts: 762
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Post by bulbmin on Nov 28, 2008 15:11:13 GMT -5
Specials aren't really a huge advantage, if you think about it - they're just a different way of distributing your petal count.
Really, if we took off the the Petals for Project sand removed the free PGC, I think that would be more balanced.
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Orangutan
Waterwraith
Kaw Kaw Bird
Posts: 2,294
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Post by Orangutan on Nov 28, 2008 15:33:39 GMT -5
I agree with bulbmin. When on defense, Wildlife would only have two supers at one base, so they don't really help that much.
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bulbmin
Fiery Bulblax
BLU Scout[A:3]
Ooh hoo hoo, ya gun shoots medicine. That's intimidatin'.
Posts: 762
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Post by bulbmin on Nov 28, 2008 16:59:44 GMT -5
Rocky, with all due kindness, shut up. It has nothing to do with the Third Version of Pikmin Wars.
If you really want to know, PM Water Dumple. Or would that be too sensible?
EDIT: I deleted all the irrelevant posts.
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Planet9
Ranging Bloyster
Former Power Poster[A:0]
Posts: 1,919
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Post by Planet9 on Nov 28, 2008 17:54:35 GMT -5
Rocky, with all due kindness, shut up. It has nothing to do with the Third Version of Pikmin Wars. If you really want to know, PM Water Dumple. Or would that be too sensible? EDIT: I deleted all the irrelevant posts. Thank you, bulbmin.
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Petrosian
Giant Breadbug
The Fishman
Posts: 1,560
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Post by Petrosian on Nov 28, 2008 19:20:53 GMT -5
What I think is we should add a third race. I'm not too sure what it should be like, but it should be only special troops, like Hoco's only pikmin. They would get a lot more petals (10 more?) and have low resource prices, same as Wildlife, but have extra-slow projects. Also, machines and supers should be in the troop count, like 1 super equals 1000 normal troops, when calculating if you can attack someone. Hocotatian's machinery also counts a lot in a battle. Finally, I also suggest a third troop type. Some monsters, like Antennae Beetles, feel like that they should be neither special nor normal. Perhaps call them specials, and call the old special troops elites.
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Post by THE GODDAMN BATMAN on Nov 28, 2008 19:27:57 GMT -5
An interesting idea, but I think that there would be too much grey area. I think the specials/ordinaries should stay the same, since we're already changing a lot.
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Petrosian
Giant Breadbug
The Fishman
Posts: 1,560
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Post by Petrosian on Nov 28, 2008 19:35:25 GMT -5
A good example is sending six supers to own the heck out of a new guy. That seems imbalanced. One more suggestion: Natural mines. Natural mines are really powerful resource mines, and you can't buy them. There are 3 in every area, so there is competition. You have to establish a base there to use it. Something similar for berry plants, too. And maybe abandoned factories that can build anything.
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Post by THE GODDAMN BATMAN on Nov 28, 2008 19:39:17 GMT -5
A good example is sending six supers to own the heck out of a new guy. That seems imbalanced. One more suggestion: Natural mines. Natural mines are really powerful resource mines, and you can't buy them. There are 3 in every area, so there is competition. You have to establish a base there to use it. Something similar for berry plants, too. And maybe abandoned factories that can build anything. Supers already count as 1000 ordinary troops, so that's not an issue. The natural mines might be a good idea, but I'm not sure.
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Petrosian
Giant Breadbug
The Fishman
Posts: 1,560
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Post by Petrosian on Nov 28, 2008 19:42:02 GMT -5
Supers already count? Good. But what about machinery? I could send 5 120-day tanks to own a new base too. Natural mines came from my old ideas for Pikmin Wars 2. I also suggested Neutral enemies, like bandits, that held resources and stuff, but that never worked out.
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Rocky
Giant Breadbug
The Recombinant
Posts: 1,636
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Post by Rocky on Nov 28, 2008 19:44:02 GMT -5
I belive I resurected that in asking for Packs of natural enemys. I suppose that would be to much wrighting.
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Orangutan
Waterwraith
Kaw Kaw Bird
Posts: 2,294
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Post by Orangutan on Nov 28, 2008 20:10:08 GMT -5
Supers already count? Good. But what about machinery? I could send 5 120-day tanks to own a new base too. 150% rule. You need to elaborate on this new class. Only special troops? Why not just be a wildlife and recruit all special troops?
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Hachi
Waterwraith
Captain Oliby[A:0]
I am Oliby, Businessman of Legends. Fear my accounting!
Posts: 2,355
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Post by Hachi on Nov 28, 2008 20:11:57 GMT -5
I suppose you could send a few machines against a new base, but usually that invites karmic retribution. At the very least, that will include an attack from my army. It'll be an honorable thing to allow a newer players to get on their feet first, then destroy them. Natural mines could be interesting if a project is needed to set it up. If you try to capture it too early, other armies could overwhelm and take your natural mine right after it's set up. Move too late, and it could be secured by the enemy. But, please post new ideas in the idea discussion thread. waterdumple.proboards74.com/index.cgi?board=general&action=display&thread=2026
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Post by Water Dumple on Nov 28, 2008 23:03:56 GMT -5
Well, bulbmin has brought up quite a good point, so I'll yield--No more heroes petals for Wildlife projects. And, Petrosian, although that is a fairly good idea, better than the other class suggestions in my opinion, I think we're a little too close to the next version's birth to deal with all the semantics and details to make it fair. Same with natural mines, since the first people to start get even bigger advantages than they already do from being first--They get a free mine.
Hachi suggested to me in PM form that we just play this version using only Pikmin 2 areas, since those are the only maps we have. And, you know, I actually think that would be very good. It makes blockades much more effective, makes traveling time shorter, and really keeps it simpler for us to deal with as we implement all these changes. I mean, this multiple base business is pretty serious business. That business is serious business--Make no mistake! No serious business is as serious as this business is serious!
...Business.
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