Commanders 3.0
Posts: 976
Instead of having to choose between 3 slotted commanders having 5 fixed abilities(15), the player will have at his disposal all the fifteen (15) call-in units or abilities that his 3 slotted commanders previously had. Now the commanders will give a bonus to the cost of his previous owned abilities or units.
So players will have all abilities or call-units of their 3 slotted commander but theirs costs will be 75% more if they are not part of the commanders chosen family.
Example:
Having slotted :
Elite troops doctrine;
Close air support;
Assault support;
Will give the players all the 15 abilities or call-in units contained in his 3 slotted commanders. Before making his choice of commanders, the cost of all those fifteen abilities or call-in units will be 75% more then normal. When he make his choice, the price of the abilities or call-in units included in the chosen commander's family will return to normal.
So the players have more choices and the commanders still matters.
What do you think ?
Posts: 48
Posts: 1248
It would be very OP and would require lots of balancing that Relic couldn't afford now. Imagine Elite Troops + AGrens + Close Air Support...
No it wouldn't be OP since it would cost 75% more for those 15 units/abilities. ex. Tiger Ace choosing doctrine 1400 manpower. Tiger: 1260 manpower/each 350 fuel/each AGren 490 Manpower/each. Therefore for the cost of alot more resources you can get these units without choosing a commander.
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Posts: 231
I.E. Soviet Industry, Radio Intercept, Conscript Repair, Trenches, Tank Traps.
Also it's a bad idea in general.
Posts: 1248
This doesn't work with abilities that have no cost.
I.E. Soviet Industry, Radio Intercept, Conscript Repair, Trenches, Tank Traps.
Also it's a bad idea in general.
Kappa
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though i think it might be far to late for somthing like this.
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There is a reason why commanders have 5 abilities only.
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