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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-General-Archive > New Marine Ability Idea: Land + Move
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SirSebastian is offline SirSebastian
Chieftain

Nov 2001
time: 05:19
Lightbulb  Old Post 27-04-2002 04:50
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New Marine Ability Idea: Land + Move Support Apolyton, buy GURPS/ Alpha Centauri

Instead of the calls for "boosting the A/D" of Marines... I was thinking that they needed something else. Why not give them the ability to move off of a transport without using their movement point? In other words, let them be able to attack / move after they've landed. I think this would add usefulness to the unit, and make us all think a little bit more. I don't think the realism nazis could really complain.

What do you think?

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:19
  Old Post 27-04-2002 05:25
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They can. After the other Marines first take the city they are targeting for invasion.

SirSebastian is offline SirSebastian
Chieftain

Nov 2001
time: 05:19
  Old Post 27-04-2002 08:03
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Obviously. I'm not talking about invading cities. I'm not talking about attacking directly from a transport... I'm talking about moving to any square off of a transport without using up the attack/movement. i.e. landing, and then having the ability to do something (move to a more secure location, attack further inland, etc)

Akka is offline Akka
Prince
In front of my computer.
Nov 2001
time: 06:19
  Old Post 27-04-2002 17:43
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quote:
Originally posted by SirSebastian


Obviously. I'm not talking about invading cities. I'm not talking about attacking directly from a transport... I'm talking about moving to any square off of a transport without using up the attack/movement. i.e. landing, and then having the ability to do something (move to a more secure location, attack further inland, etc)


Give them "treat all square as road" or a second movement point.

Skanky Burns is offline Skanky Burns
Deity
Skanky Bastard Quartermaster
Aug 2001
time: 14:19
  Old Post 27-04-2002 19:38
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I don't think giving them an 'extra' move would help them to be a more useful unit. They would still be weak, but just more mobile initially.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:19
  Old Post 27-04-2002 21:52 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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I've tuned Marines up a little bit by giving them an attack of 12. Now in the 1.21 game I consider giving them a HP bonus, too, to make the Marine some kind of a Special Forces unit for fighting in field even during late game.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:19
  Old Post 27-04-2002 22:13
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Has anybody flipped the 'Wheel' switch for Tanks, ModArmour and MechInf? If so, how does it play?

Thrawn05 is offline Thrawn05
King
All Your Posts Are Belong To Ming
Dec 2001
time: 00:19
  Old Post 27-04-2002 22:46 Visit Thrawn05's homepage!
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quote:
Originally posted by Solver
I've tuned Marines up a little bit by giving them an attack of 12. Now in the 1.21 game I consider giving them a HP bonus, too, to make the Marine some kind of a Special Forces unit for fighting in field even during late game.


I to, have given them more attack. Although, my version is weaker, since it's a 10/10 unit. I gave them a 2 movement.

I tried giving some worker abilities, such as building forts, but it didn't work as I expected.

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