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Author Topic: Combat engineer  (Read 836 times)

Corusca Fire

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Combat engineer
« on: November 13, 2008, 09:49 pm »

I was thinking a "Combat Engineer" infantry unit could be added to various factions. Infantry are way too vulnerable because the game doesn't do tactical cover and other infantry tactics  :sure (cover behind actual objects, going prone, garrisoning structures, sprinting, strafing, etc...). The combat engineer could have a special ability that creates a small garrison-able structure or trench. This would expand the use of infantry without making them uber.

Approved with following attributes:
Rebel 'fixer':

Small area effect vehicle/building heal, has to be next to the thing to repair, 1 squad can cope with a vehicle at a time, more are required for whole brigades and 2+ are required to effectively heal a building, of course small amounts could but it'd be slow.

Vehicle hack, like R2D2's ability but reconfigured for single vehicles EXCEPT AT-ATs.

Imperial Combat Engineer:

Small area effect vehicle/building heal, has to be next to the thing to repair, 1 squad can cope with a vehicle at a time, more are required for whole brigades and 2+ are required to effectively heal a building, of course small amounts could but it'd be slow.

Minefield laying. It's a natural engineer thing.
« Last Edit: November 19, 2008, 05:00 am by e^(πi)+1=0 »
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Dr. Doozer

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Re: Combat engineer
« Reply #1 on: November 13, 2008, 10:15 pm »

How would you suggest it is coded in, then? Because it would require altering the map with the trenches.
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Corusca Fire

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Re: Combat engineer
« Reply #2 on: November 13, 2008, 10:22 pm »

hmm... maybe the small "bunkers" would be easier.
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e^(πi)+1=0

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Re: Combat engineer
« Reply #3 on: November 13, 2008, 10:51 pm »

i don't think even that is possible... i'll look for a way.
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Doktor von Wer

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Re: Combat engineer
« Reply #4 on: November 13, 2008, 11:00 pm »

Not possible methinks, and I'm 99.7% sure.

I like a different idea, though, of recruitable teams of 3-6 combat engineers which are lightly armed and have special abilities:

Rebel 'fixer':

Small area effect vehicle/building heal, has to be next to the thing to repair, 1 squad can cope with a vehicle at a time, more are required for whole brigades and 2+ are required to effectively heal a building, of course small amounts could but it'd be slow.

Vehicle hack, like R2D2's ability but reconfigured for single vehicles EXCEPT AT-ATs.

Imperial Combat Engineer:

Small area effect vehicle/building heal, has to be next to the thing to repair, 1 squad can cope with a vehicle at a time, more are required for whole brigades and 2+ are required to effectively heal a building, of course small amounts could but it'd be slow.

Minefield laying. It's a natural engineer thing.
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Corusca Fire

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Re: Combat engineer
« Reply #5 on: November 13, 2008, 11:05 pm »

Isn't there a way to code a special ability to add a battlefield object? (ie. small bunker)
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"To a runner, a side stitch is like a car alarm.  It signifies something is wrong, but you ignore it until it goes away."

"Cross Country; finally a good use of golf courses!"

"Some people don't have the guts for distance racing. The polite term for them is sprinters."

e^(πi)+1=0

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Re: Combat engineer
« Reply #6 on: November 13, 2008, 11:21 pm »

no.
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Corusca Fire

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Re: Combat engineer
« Reply #7 on: November 13, 2008, 11:36 pm »

Not possible methinks, and I'm 99.7% sure.

I like a different idea, though, of recruitable teams of 3-6 combat engineers which are lightly armed and have special abilities:

Rebel 'fixer':

Small area effect vehicle/building heal, has to be next to the thing to repair, 1 squad can cope with a vehicle at a time, more are required for whole brigades and 2+ are required to effectively heal a building, of course small amounts could but it'd be slow.

Vehicle hack, like R2D2's ability but reconfigured for single vehicles EXCEPT AT-ATs.

Imperial Combat Engineer:

Small area effect vehicle/building heal, has to be next to the thing to repair, 1 squad can cope with a vehicle at a time, more are required for whole brigades and 2+ are required to effectively heal a building, of course small amounts could but it'd be slow.

Minefield laying. It's a natural engineer thing.


okay then. what he said

MODIFIED:

Any idiot would know to blow away the fixer before it got close.
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"To a runner, a side stitch is like a car alarm.  It signifies something is wrong, but you ignore it until it goes away."

"Cross Country; finally a good use of golf courses!"

"Some people don't have the guts for distance racing. The polite term for them is sprinters."

e^(πi)+1=0

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Re: Combat engineer
« Reply #8 on: November 13, 2008, 11:39 pm »

escort it?
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Corusca Fire

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Re: Combat engineer
« Reply #9 on: November 13, 2008, 11:40 pm »

Wouldnt they just target the fixer first. it isnt to hard to take out infantry.
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"Cross Country; finally a good use of golf courses!"

"Some people don't have the guts for distance racing. The polite term for them is sprinters."

Sage

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Re: Combat engineer
« Reply #10 on: November 14, 2008, 02:07 am »

I'd rather they give the actual ability to capture Turrets and such, it makes Alot more sense.
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Mandalor Vipeer

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Re: Combat engineer
« Reply #11 on: November 14, 2008, 02:12 am »

what about a combat engineer who can set up small shield generators anywhere on the battle field. maybe use a timer and when the timer runs out, the shield goes down. this would give infantry a little cover and not unbalance the game because 1. it only stops lazers, and 2 because solid state projectiles and units can go straight through them and attack again.
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e^(πi)+1=0

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Re: Combat engineer
« Reply #12 on: November 14, 2008, 02:16 am »

impossible
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Mandalor Vipeer

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Re: Combat engineer
« Reply #13 on: November 14, 2008, 02:30 am »

why is it impossible? EAWFOC lets you build shield generator's on build pads, and MDU's have them. Couldn't you just make them a specil ability or something?
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Dr. Doozer

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Re: Combat engineer
« Reply #14 on: November 14, 2008, 02:57 am »

That's where the problem comes from. They are equipped to the build pads and MDUs; they can't be moved.
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(regarding boobs on Mokey Fraggle)
Krystal: I found it disturbing. Especially since she was my fav. If it had been Krystal or an anthro, it would be different, but MOKEY FRAGGLE?
Q: ...
Tracer: ......
Django: .........

Corusca Fire

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Re: Combat engineer
« Reply #15 on: November 14, 2008, 03:00 am »

What if it is worked as a modification of the land mines ability. Well, i'm no expert...
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"To a runner, a side stitch is like a car alarm.  It signifies something is wrong, but you ignore it until it goes away."

"Cross Country; finally a good use of golf courses!"

"Some people don't have the guts for distance racing. The polite term for them is sprinters."

Mandalor Vipeer

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Re: Combat engineer
« Reply #16 on: November 14, 2008, 03:10 am »

can you change the model for another version of the MDU to that of the engineer?
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Dr. Doozer

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Re: Combat engineer
« Reply #17 on: November 14, 2008, 03:10 am »

That I don't know, honestly. I'm not in any way a coder, and I'm just basing my knowledge off what I heard from the coders.
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(regarding boobs on Mokey Fraggle)
Krystal: I found it disturbing. Especially since she was my fav. If it had been Krystal or an anthro, it would be different, but MOKEY FRAGGLE?
Q: ...
Tracer: ......
Django: .........

Mandalor Vipeer

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Re: Combat engineer
« Reply #18 on: November 14, 2008, 03:11 am »

ah. I'll figure out something. Never give up never surrender
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Sage

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Re: Combat engineer
« Reply #19 on: November 14, 2008, 04:18 am »

I'd rather they give the actual ability to capture Turrets and such, it makes Alot more sense.
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Tanus

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Re: Combat engineer
« Reply #20 on: November 14, 2008, 08:10 pm »

I actually rather like the idea Chris had.
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e^(πi)+1=0

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Re: Combat engineer
« Reply #21 on: November 15, 2008, 12:50 am »

im with that idea as well.
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Django (sunfalcon)

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Re: Combat engineer
« Reply #22 on: November 15, 2008, 12:53 am »

same here.
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Tanus

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Re: Combat engineer
« Reply #23 on: November 15, 2008, 06:38 pm »

Shall we put her up to a vote? I count 3 for chris' idea (myself, Django, and E)

3-0 in favor of Chris' new units.
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Filo

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Re: Combat engineer
« Reply #24 on: November 16, 2008, 12:23 am »

4-0
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Corusca Fire

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Re: Combat engineer
« Reply #25 on: November 16, 2008, 01:15 am »

5-0
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"To a runner, a side stitch is like a car alarm.  It signifies something is wrong, but you ignore it until it goes away."

"Cross Country; finally a good use of golf courses!"

"Some people don't have the guts for distance racing. The polite term for them is sprinters."

Mandalor Vipeer

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Re: Combat engineer
« Reply #26 on: November 16, 2008, 08:06 am »

6-0
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Dr. Doozer

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Re: Combat engineer
« Reply #27 on: November 16, 2008, 08:21 pm »

That idea Chris had was ingenious.

7-0
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(regarding boobs on Mokey Fraggle)
Krystal: I found it disturbing. Especially since she was my fav. If it had been Krystal or an anthro, it would be different, but MOKEY FRAGGLE?
Q: ...
Tracer: ......
Django: .........

e^(πi)+1=0

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Re: Combat engineer
« Reply #28 on: November 16, 2008, 10:17 pm »

8-0, i think that idea won...
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Mandalor Vipeer

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Re: Combat engineer
« Reply #29 on: November 17, 2008, 01:29 am »

Definately! >:D >:D
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Dr. Doozer

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Re: Combat engineer
« Reply #30 on: November 17, 2008, 01:30 am »

Um, you could say that. Would you be lying? No.
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(regarding boobs on Mokey Fraggle)
Krystal: I found it disturbing. Especially since she was my fav. If it had been Krystal or an anthro, it would be different, but MOKEY FRAGGLE?
Q: ...
Tracer: ......
Django: .........

Django (sunfalcon)

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Re: Combat engineer
« Reply #31 on: November 17, 2008, 01:43 am »

I definately agree.
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e^(πi)+1=0

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Re: Combat engineer
« Reply #32 on: November 17, 2008, 11:23 pm »

yeah, the vote is 9-0...
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darth sane

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Re: Combat engineer
« Reply #33 on: November 18, 2008, 05:34 am »

make that 10-0
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Mandalor Vipeer

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Re: Combat engineer
« Reply #34 on: November 19, 2008, 04:29 am »

Does that mean it passed yet? Unanimously?
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e^(πi)+1=0

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Re: Combat engineer
« Reply #35 on: November 19, 2008, 04:59 am »

yes, unanimously.
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