Turnip2k
Harvester
I know arsonists have been complained about alot before due to their uselessness...but here is my attempt at a alternative.
How about change the arsonist into a unit that can efficently steal peoples seeds, plants and cash at the same time on the close tick. Obviously this is going to have to be set at a steal rate that doesn't make it stupidly good, but it will have to out perform its generic counterparts significantly. It would also overcome the problem of only being albe to develop the ability to steal 1 type of income - now you can steal all 3, but at the price of losing some killing ability due to the routes nature.
This unit would also fit nicely into the subroutes general aim in the game which is to be able to take more from people in attacks in terms of resources.
Allowing this unit to steal cash would be a niche use for it, so perhaps it could be made to steal cash only (although stealing all would be more sensible) - but this would still make it far more useful that it currently is. I was thinking 20-25k per unit, close firing only, stealing £1000 (or maybe more) or perhaps 60k per unit, firing on all 3 ticks, stealing £1000 ish up to a max of 15%?
This means that 1 million units could steal 1 billion in cash and would cost 20 billion to make. It would take 20 attacks before you got your money back from buying them in the first place, so it may be necessary to allow them to steal more - but this is up for discussion. I would reccomend allowing them to steal more than just cash of the enemy though, and this would probably make up for the lacking abilities.
How about change the arsonist into a unit that can efficently steal peoples seeds, plants and cash at the same time on the close tick. Obviously this is going to have to be set at a steal rate that doesn't make it stupidly good, but it will have to out perform its generic counterparts significantly. It would also overcome the problem of only being albe to develop the ability to steal 1 type of income - now you can steal all 3, but at the price of losing some killing ability due to the routes nature.
This unit would also fit nicely into the subroutes general aim in the game which is to be able to take more from people in attacks in terms of resources.
Allowing this unit to steal cash would be a niche use for it, so perhaps it could be made to steal cash only (although stealing all would be more sensible) - but this would still make it far more useful that it currently is. I was thinking 20-25k per unit, close firing only, stealing £1000 (or maybe more) or perhaps 60k per unit, firing on all 3 ticks, stealing £1000 ish up to a max of 15%?
This means that 1 million units could steal 1 billion in cash and would cost 20 billion to make. It would take 20 attacks before you got your money back from buying them in the first place, so it may be necessary to allow them to steal more - but this is up for discussion. I would reccomend allowing them to steal more than just cash of the enemy though, and this would probably make up for the lacking abilities.