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mart7x5
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I played a bit with copter movement pointss in alphax.txt
Copters are said to have basic range of 8. This gives:
total movements = 8 + (reactor x 2)
fission - 10
fusion - 12
quantum - 14
singular. - 16
with nanocell - 18
Copters break the game, they are just too powerfull with multiple attacks, when so many movement points they have. When basic movement would be at 2 points, then:
fission - 4
fusion - 6
quantum - 8
singular. - 10
with nanocell - 12
considering that on average on large map bases may be like 4 tiles away, then flying between two bases with some fusion chopper it gives 2 attacks only. Not that powerful anymore.
Has anyone tried to limit copters to so low number of movement points in a scenario?
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mart7x5
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Fission chopper has still 4 points. Decreased has 3. Still usable.
Unity chopper would have 3 points.
Early choppers would have little use for conquerring bases. They would be excellent for defence in home base with only 4 points. There is possibility, that M/M interface is researched when already fusion power is available. thus having chopper with 6 move points makes them good for conquer, but on short distances.
Yes, this is the point - multiple attacks of infantry, rovers or hovertanks are not felt this way, cause they have only 1,2,3 points, not 10 or more, as it is case for choppers. when choppers will have 4-10 only instead 10-16 they will still be better than hoovertank, so I wouldn't call it that much drawback. It will prevent "Blietzkrieg" wars with choppers. In mid game copters would be really good for defence only.
Increase cost - good idea. How much in order to make it still worth of building?
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mart7x5
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On the other hand, copters won't use roads. But if hoovertank using roads may attack, let's say 2 times using third point to move, copter, fusion one - 6 points - may use 4 points to move and 2 to attack. Considering going there and back to avoid mid-landing, it gives possibility to attack up to 3 tiles from the base - not bad.
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mart7x5
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quote: Originally posted by livid imp
Pretty lame defense if you have to wait for them to get within 2 tiles of a base....you could use a rover to do the same.
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not always. Sometimes there are no roads. Rover can exhaust all of its 2 points for entering a fungus square only, and forget the attack, while copter will just use 1 point, 100 % succes of entering. Such copters are good for counterattack in periferry bases where there is fungus around, rocky terrain with no roads, etc. Still better than needlejet, which may attack once and stays there after attack.
3 points unity copter - I can scout up to 7 tiles with that. Presently having unity chopper = 8 i scout 17.
7 is satisfactory for me.
Copter would become more specific to some tasks. In many games presently chopper is just basic armament. All I need is "chop and drop". Its tiring for longer time. I am not afraid to take much of its power from choppers.
5 or 6 points. Less than 8.
5 gives with fusion 9 . Mostly to 5 tiles away base I would have 4 attacks.
4 units - one chopper
8 units - two choppers
then drop infantry or rover
last movement point lost for entering just conquered base.
4 attacks in a turn is still a lot.
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mart7x5
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Yes, I think that is a good idea.
Although you cannot ask AI not to do it, but it could extend to human players not attack AI bases with copters too.
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mart7x5
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Geo, be careful with AI. It has some tricks. Caution advised
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DilithiumDad
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I'm working on a mod with reduced air movepoints. You can read about it here:
http://apolyton.net/forums/showthre...threadid=123858
Needlejets get 7 movpoints with fission, and 'copters get 6. Add in doubled cost and 100% prototyping fee and they are fairly well balanced. I also plan to enhance native life breeding to make that more of an alternative to chop & drop tactics.
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Natalinasmpf
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I think the problem is that movement and attack is one and the same. They should be segregated.
Ie. an attack rate should be 25% or non fixed to to the movement rate.
A chopper that moved 12 square should be only be able to attack two or three times.
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