Edible wrote:SirMaverick wrote:
Without boost it's the same situation. Build speed is changed on both sides.
Not at all, without boost you land and have to slowly and manually make turrets, allowing the defending com to escape and spam turrets back or make skirms / arty at their fac.
Ok, but only if you compare it to a situation where the defender already used all its boost.
Pxtl wrote:No comms on light transports. Make heavy transport cost 600 so it is not boostable.
You know who easy it is to kill a light transport? Com dies instantly. If they can start with a light transport you can start with a fighter. Now that is exactly the same discussion as in BA.
Saktoth wrote:Making com not atlas transportable solves a lot of this issue.
Build defender, build fighter. If you don't like com being transportable play a different mod. (BA discussion)
It doesnt rule out the inventive but otherwise still rather cheesy com drop or island hopping strategies: It just costs more.
Why change other things just to solve a different problem? That introduce more "flaws" than it solves.
Note that boost is currently, what, 750 or so?
600
The other option, as i see it, is just to restrict boost to only economic structures
In chicken games I start boosting a anti-swarm.
We could of course restrict boost [...] from working beyond a certain radius around your start position, etc etc.
I still disagree about problems but that is a change I'd except. (1/4 of map size?)
A lot of possible solutions that dont require changes to elsewhere in the game or to standard play and openings.
100% Ack.
Gota wrote:Wouldn't it just be less awkward to make labs cost less build power..Also much simpler.
Not simpler, against standards and you would complain more about the non-existing problem of lab switches.