posted 03-02-99 06:31 AM ET
Just a few points/suggestions:1. IMHO, a sub should look eh like a sub. Right now, adding a Deep Compression Hull won't affect the graphical representation of the unit at all - in fact, the only way I could tell the difference between my Cruiser and my sub (using a Cruiser chassis) was the fact that they had different names, heh. Really, it would have been neat if the sub would have used slightly different graphics than their surface-based brethren.
2. This has been mentioned before, yet I'd like to bring up the subject again - the 'Copters should be tweaked! Right now, they are far too powerful, IMO making units like Artilleries somewhat pointless.
3. Different chassises (sp?) should have more varied attributes. For instance, I see no reason to why they can't have varying hit point capacity. As an example, a Foil could have higher moves yet lower hit points than a Cruiser (right now, the Cruiser's got the better moves and hits are identical, meaning that it's relatively pointless to build Foils). This would also allow the 'Copter to be tweaked, by lowering its hit point radically (e.g. half of those of a needlejet?)
4. Could someone explain to me how a former, equipped with former device and plasma armour, would be able to actually destroy an attacking enemy unit? After all, they do not possess any weapon at all to retaliate with..? Overall, the way attack / defense is handled strikes me as somewhat odd - when dealing with combat unit, things could have been smoothed out a bit by, as an example, using 100% Attack rating + 50% Defense rating when attacking units were concerned, and 100% Defense + 50% Attack when calculating the defender's capabilities. This would not really solve the former dilemma, but IMHO it would be a step in the right direction.
Regards,
Calanor