BETA 52A More Combat Research please!

Discussion in 'Clockwork Empires General' started by tojosan, Jul 4, 2016.

  1. tojosan

    tojosan Member

    It took no time to exhaust all of the combat related research.
    Are there weapons behind that research I've not seen yet?

    I'd like another tier of sharp shooter training. Perhaps it would unlock a new module for the barracks. You'd have to put the training targets module in each barracks.

    Perhaps make it significant in both research and materials to avoid rolling this out to early in the game.

    Also, primitive grenades? Research unlocks grenade locker?

    Your thoughts?
     
  2. dbaumgart

    dbaumgart Art Director Staff Member

    (Indeed just last week we had a short discussion about what additional combat research might look like. If you have more ideas for this, it'd be cool to hear 'em.)
     
  3. wargarurumon

    wargarurumon Member

    research should be first done to unlock certain guns and then to be built
     
  4. DaCrAzYmOfO

    DaCrAzYmOfO Member

    NCOs could have a better gun than the normal colonists (sniper rifle when equipped with jezzails, grenade launcher when equipping the blunderbuss etc), but they must have 4 lower class workers alongside them, if not it would be overpowered.

    Or they could equip a saber and a handgun :D
     
  5. Blyn

    Blyn Member

    sorry, i've never made it into combat research... what are the current research options?
     
  6. gmkchicago

    gmkchicago Member

    -Improvements in reload times
    -Increased health (more than 4 hearts), and/or slower loss of health when injured
    -Increased radius for detecting alarm
     
  7. Blyn

    Blyn Member

    hmm How about:

    -increased run speed
    -increased effect on colonist safety feels
     
  8. Blyn

    Blyn Member

    give NCOs hand grenades?
     
    DaCrAzYmOfO likes this.
  9. DaCrAzYmOfO

    DaCrAzYmOfO Member

    The fishmen had guns and grenades in previous versions, I wouldn't see why that wouldnt be implemented. Could cause some awesome unnecessary havoc lol
     
    tojosan likes this.
  10. Bluebird

    Bluebird Member

    - longer shifts
    - dual pistols for NCOs
    - critical hit chance
    - patrol routes
    - armour
    - horse riding
    - request bombing run by zeppelin
    - Spaceship .....

    ok, maybe armour is too flippant :)
     
    tojosan likes this.
  11. Wolg

    Wolg Member

    Depending on how the squad combat state machine goes, research granting formation tactics, focus/volley fire, etc. Enhancements to the AI driving the redcoats rather than their gear or individual capabilities.

    (Things from which militia should perhaps not derive the same degree of benefit.)