- Give the hailstorm a second round of ammunition with a 2 round cooldown (if i need a rocket factory to make it, then make it worth my time or lower the pop of the rocket factory)
- Implement a “Reattack” option after a battle is done so that you can reattack the spot you selected instead of going back to reselect it
- [NEW] Smarter troop targeting: i.e. if there is only one troop left, have any draggable AOE target squares automatically be aimed on the space of that last troop; have three row attacks like the 1st M10 attack and 2nd Heavy attack be placed at the front center square automatically, not the second row middle square.
- [DONE] Maybe some sort of building dedicated to troop training/rank ups. Called “headquarters” maybe. Has separate tabs for all troops that can be ranked up and all troops that still need to gain XP
- The updated troop menu is nice and accomplishes a lot of this now, but it still might be interesting to have that menu represented through a physical building in-game, you could offset this with a slightly higher population in the early game when the building is built to cover its population cost (like barracks, it won’t be able to be turned off)
- Dustwalker should be placed in the back row automatically, not the front
- Favorites list of units
- [NEW] I don’t see why there should not be assists at the raider sanctuary. Especially an assist that rewards a single raider skull like the vehicle factory rewards a gear at Recoil Ridge and the frontier recruitment camp rewards a bar at port city
#11 Troops/Attack Suggestions
2 messages · Page 1 of 1 (latest)
- [NEW] For units like the hailstorm, hornet, raider cannoneer, etc. that have random attack spaces, allow selectable attack spaces instead where you can choose a maximum of 1-3 of the attacks to go on specific selected squares. it would make these units much more viable and fun to use. the random attacking just renders a lot of things useless. limiting the number of attacks per square also keeps them a bit more balanced. maybe for 9x attacks, keep those random, but 6x and 3x attacks allow for selectable attack placement in the range
- [NEW] shotgun attacks—just make them hit evenly across squares. i.e. for the scout just have each square get four hits. balance as needed.
- [NEW] Aces 650cc cage breaker attack should at least be 2 squares
- [NEW] I’m sure you will be implementing this because of the talk about changing the way raids work and ‘making defenses useful,’ but I’d really like upgradeable defenses.