voxels are easier to come by than sprites.
Voxels = Vehicular animations? Sprites = Infantry animations? (This is nothing like my mario hacking days lol)
Nothing a little cheap re-coloring of already existing units couldn't fix:
- Peacekeepers could be green "navy seals" - Rebels could be dark-ish-tan "navy seals", to match SCs desert theme.
- Foot soldiers could just be a conscript with a Chinese hat plopped on top.
- Mutants could use the "harpoon trooper" skin/voice from the 2.0 days.
- Enlightened could use initiate skin/voice - Conscripts could use... well, conscript skin/voice... - Defenders could use G.I. skin/voice.
The only real work would be getting picture arts, designing warriors and militants, voice acting, and a little balance tweaking. Balance tweaking such a basic unit-type isn't hard, imo, especially when you have the right method for it. Anyway, this is just me spit-ballin' ideas for something overly-complicated, like usual, so don't mind me. I'll be dropping this topic now.
MBTs are hard to balance and make significant already. Every time they show up, they get pummeled heavily by T1 antitank infantry or T2/T3 stuff in general.
A way to make MBTs more significant, imo, could be to give them faster production so that their numbers make them on-par with the slower produced T2/T3 units, however, with that change, T2/T3 units should become more cost-efficient than T1 units so that there's still the intensive to tech-advance. MBTs will still be tin-cans but at least they'll be more reliable with numbers, especially for the early game.
Anti-tank infantry should be anti-tank but I agree that they shouldn't fully obliterate tanks like they're nothing *cough* *cough* Lancer *cough*.
If it were up to me, I'd make tank shells do more damage to infantry (like how initiates / knightframes do a surprising amount of damage to armour) while anti-tank infantry would, again, just be more cost efficient, in those engagements.
Edited by BlackAbsence, 31 July 2018 - 07:36 PM.