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Post by Grey Snagret on Mar 27, 2009 12:03:11 GMT -5
I think I speak for some of us when I say we expect most of the area we fight in to be water based if you're the one doing the attacking or being attacked. Honestly, we're gonna have our first God-Mod Section post soon enough.
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Petrosian
Giant Breadbug
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Posts: 1,560
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Post by Petrosian on Mar 27, 2009 21:05:28 GMT -5
I meant my Turtles, like Hocotatian armies, to be inflexible due to its heavy disadvantages on land. This game is currently a game where we stay at home and acquire resources, or we raid anybody that is weaker. Put simply: Stay out of the water, and I'm weak. It's just that easy. If you can't defeat me underwater, don't fight me in the first place. A God-Mod is something that can defeat anything. I created Turtles to be underwater superiority units, not something that can defeat Dwarf Bulborbs on land. Grey Snagret, could you explain how I could possibly change the environment around your base so much that it creates a large lake for my Turtles? Even if I did, I couldn't make your whole base a lake. That's not possible. It's not like they move that fast if they touch a drop of water. If you're attacking me, too bad. Wars were never fought without surprises. Bulborbs are land superiority units, and properly armed Snitchbugs are air superiority units. One last thing: When I say it has an armor-piercing bite, I mean it's relatively armor-piercing compared to, say, a Dwarf Bulbear's bite. It doesn't mean it bites through Titanium.
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Post by THE GODDAMN BATMAN on Mar 27, 2009 21:30:34 GMT -5
Bulborbs are land superiority units, and properly armed Snitchbugs are air superiority units. These are special troops. That was a terrible comparison. On top of that, ordinary troops are not superiority units. They're supposed to do well in large numbers. You make them seem over powered. The thing is, a God Mod is something that is overpowered. It doesn't nessicarily have to be able to defeat anything. For example, these troops would be fine if they were specials, but as ordinaries they're too powerful. It would be like me getting a 40 day tank for 20 days. It's still God mod, you're view of it is too narrow. And you can bring water to an enemies base. Last game, I designed an goolix-like organic war machine to transport troops. If you don't plan on doing that, then there's still plenty of ways to use these entirely to your advantage. I had a wogpole themed army for a bit, and they're entirely useless on land. You know as well as I do that you don't need to send all your troops directly into an enemy base. When Norb and Hachi attacked you, they didn't set foot in your base. As for the armor piercing bite, they also have a tough shell and their ability to go underwater and their ability to be fast in the water. Their disadvantages, being slow, hardly even out all their advantages. Just make them Special troops. It'll stop all of the arguing.
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Petrosian
Giant Breadbug
The Fishman
Posts: 1,560
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Post by Petrosian on Mar 28, 2009 1:34:44 GMT -5
Dwarf Bulborbs, Cannibal Joe?
Some of you don't seem to understand. Here, I'll help you. I'm going to give a crude rating to Snapping Turtle's traits compared to Red Dwarf Bulborbs. If the Red Dwarf Bulborb scores 10 in everything, then Snapping Turtle's stats are: Health: 8 Defense: 13/10 Move Speed: 7/13 Attack: 15 Attack Speed: 6/8 Additional Effects: Snapping Turtles can be flipped over like Anode Beetles, they have highly reduced defense and cannot move or attack while they are flipped. Snapping Turtles are cold-blooded. If they are in cold water, take 1 off of Move and Attack Speed. If in warm water, add 1 to both. Snapping Turtles must surface to breathe. They can't attack for more than 5 minutes straight in the water, and die at the 7th minute if they cannot surface. Snapping Turtles are relatively resistant to water attacks, but not invulnerable. Snapping Turtles can retract their heads into their shells. Their shells can be cracked after attacking it too much. Snapping Turtles can carry small stuff, like a single Pikmin or a small backpack.
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Post by THE GODDAMN BATMAN on Mar 28, 2009 8:23:25 GMT -5
Dwarf Bulborbs, Cannibal Joe? Some of you don't seem to understand. Here, I'll help you. I'm going to give a crude rating to Snapping Turtle's traits compared to Red Dwarf Bulborbs. If the Red Dwarf Bulborb scores 10 in everything, then Snapping Turtle's stats are: Health: 8 Defense: 15/10 Move Speed: 7/13 Attack: 15 Attack Speed: 6/8 Additional Effects: Snapping Turtles can be flipped over like Anode Beetles, they have highly reduced defense and cannot move or attack while they are flipped. Snapping Turtles are cold-blooded. If they are in cold water, take 1 off of Move and Attack Speed. If in warm water, add 1 to both. Snapping Turtles must surface to breathe. They can't attack for more than 5 minutes straight in the water, and die at the 7th minute if they cannot surface. Snapping Turtles are relatively resistant to water attacks, but not invulnerable. Snapping Turtles can retract their heads into their shells. Their shells can be cracked after attacking it too much. Snapping Turtles can carry small stuff, like a single Pikmin or a small backpack. Well that pisses me off. I had just typed out a long response to this that was so awesome your head would implode (maybe), but then my internet went down for a moment, and it got lost. I'll reply to this later.
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Orangutan
Waterwraith
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Post by Orangutan on Mar 28, 2009 13:24:47 GMT -5
petrosian
D:
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Petrosian
Giant Breadbug
The Fishman
Posts: 1,560
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Post by Petrosian on Apr 6, 2009 0:17:42 GMT -5
Is anyone going to approve stuff now?
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Post by Water Dumple on Apr 6, 2009 16:13:26 GMT -5
Lake Groinks are overpowered. Their only disadvantage is that they run out of shots somewhat quickly on land, but otherwise have complete land and water capability.
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Petrosian
Giant Breadbug
The Fishman
Posts: 1,560
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Post by Petrosian on Apr 7, 2009 3:51:52 GMT -5
I'll decrease accuracy while they are underwater if they attempt to hit something on land, since they can't see it.
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Post by norbertk19 on Apr 7, 2009 17:48:39 GMT -5
I'm sorry Petrosian that's not enough. They're still over-powered.
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Post by Water Dumple on Apr 7, 2009 17:49:45 GMT -5
I second that. Gatling Groinks can't even breathe underwater, leave alone move and fire.
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Post by THE GODDAMN BATMAN on Apr 7, 2009 17:54:32 GMT -5
Just make them normal Groinks, and then upgrade them to to the stuff you want them to have.
It would be like 60 days, but at least you could have them eventually.
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Petrosian
Giant Breadbug
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Posts: 1,560
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Post by Petrosian on Apr 8, 2009 4:54:42 GMT -5
... Fine.
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Petrosian
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The Fishman
Posts: 1,560
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Post by Petrosian on Apr 11, 2009 0:41:27 GMT -5
Could anyone see if it can be approved now?
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Petrosian
Giant Breadbug
The Fishman
Posts: 1,560
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Post by Petrosian on Apr 14, 2009 4:26:05 GMT -5
Sorry for double-posting, but is anyone there?
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