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Author Topic:   Untouchable Balancing issues
Shining1 posted 03-17-99 08:01 PM ET   Click Here to See the Profile for Shining1   Click Here to Email Shining1  
Things you can't change that might help:
(all these in my own opinion. Not whinging, nitpicking, etc, but just suggestions of ideas that occured to me).

* ability to upgrade units outside of cities. The upgrade feature is good, but when outside home base is open to abuse - for instance building units with drop pods and then, once in position, upgrading them to a more powerful attacking option. Perhaps field upgrades should be an ability of the nano repair Secret Project - brining this project into line with similar ones, like the hunter seeker algorithm?

* Armour on ships: more or less a joke. Unlike Civ2, ships cannot defend against other ships. Perhaps a 'double hull' special ability could be added, giving ships *2 armour (cost +2)? This also allows them to act as a highly effective bombardment option, if you're enemy has focused on building aircraft only (i.e + 200% armour against aircraft + missiles = AEGIS effectiveness).

* The ridiculous imbalancing that goes on with the high level secret projects (even some medium level ones, for that matter). Y'all know what I mean. Cloning vats + Telematrix especially...

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