Athinar
Big Stupid
- Location
- Florida
Apologies. I just wanted to get it out there before I forget later. And I didn't have any real idea for the name.
Apologies. I just wanted to get it out there before I forget later. And I didn't have any real idea for the name.
If I might offer some inspirations, you could take names from historical infantry units. Things such as 'Grenadiers,' 'Rifleman,' or 'Skirmishers.' Something that helps differentiate it from other Infantry Kits you might create in the future.Apologies. I just wanted to get it out there before I forget later. And I didn't have any real idea for the name.
You're missing kit names too. Here, you just need to add/fill this at the end of both plans. The name is mandatory to help differentiate the template from other infantry kits, but the firm is optional and is fluff if you want to contribute with a bit of world building as well.
I'll say it is an option but remember that just like how you have to dedicated a chain building for making Wisteria-class ships, you'll need to consider the fact that you'll likely need to dedicated a chain building to building/training each troop template. So the more types you want to deploy, the more you need to consider how you build and gauge if it's worth it.I imagine we will want to get both eventually regardless the mobility option and the medic option are too good to not have both as possible options in future. Plus an anti armor and anti air are both gunna be needed eventually
I bet we will find better later on. Like we might eventually get anti-entrenchment shotguns that excel against dug in forces. But really, it's power is more fundamental with this system, restricting the mobility of enemy forces by exerting an area of AA threat that can only be dealt with, by either having good aircraft and praying for luck, or spending the utility slot to ignore it. Which right now, is likely most useful in forcing enemy forces with assault rifles to either eat a round getting close enough to attack back, or sacrifice the utility slot to bypass the AA. It is pretty much a zone of control power that exists to limit enemy options at this point.Anti-air in particular seems like the best specialist weapon for any kind of straight-on infantry duel.
Aye, I've got a lineup of more specialist weapons and utilities already in mind, but there's definitely a method to having more unlock/added over time. I'd also like to actually see how the system actually plays out in practice so I can figure out if I need to tweak the basic numbers now before adding in new features. I'm very optimistic and excited though.I bet we will find better later on. Like we might eventually get anti-entrenchment shotguns that excel against dug in forces. But really, it's power is more fundamental with this system, restricting the mobility of enemy forces by exerting an area of AA threat that can only be dealt with, by either having good aircraft and praying for luck, or spending the utility slot to ignore it. Which right now, is likely most useful in forcing enemy forces with assault rifles to either eat a round getting close enough to attack back, or sacrifice the utility slot to bypass the AA. It is pretty much a zone of control power that exists to limit enemy options at this point.