to make city combat more interesting and to give buildings a more unique purpose, I suggest that build specific modules be added. They can have placement restrictions such that only 1 can be on each building, giving every building a unique purpose much like a real city/military outpost. Some examples of modules could be : air traffic control tower (reduces command cooldown by X%), airstrip (some kind of buff to aircraft), radar tower (increased accuracy for certain weapons/increased firing rate for guided missiles). The idea is that these are city-wide boosts to defending forces which makes buildings play a more significant role in combat and incentivizes more building diversity. There would also need to be a way to balance this to make sure that attacking a city isn't impossible (maybe when being attacked, the defending player has the choice of whether or not to activate these special modules and if there are activated, then they can't be used again until a cooldown of X game cycles or something). Also, these modules should be very big or significantly affect the design of the building that it is placed on
#more interesting city warfare
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This needs more thinking but in general I like the idea of some building specific modules or modules that work much better on buildings then other designs
One thing i did think about on this is having some defences as offscreen City upgrades rather than physical buildings:
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Combined with the ability for upgrades to now be damaged as part of the fighting/takeover:
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adding houses
I would not add them as building specific but make them available for all designs
the idea of modules which give bonuses to your entire fleet would allow for support ships and make fleets something more than many ships thrown in a battle together
much like the Command Center rn but better
making them rather big would also force the construction of a larger flagship (or people would just put them in many small ships, something could be done about this)
for airships maybe they could be really heavy