Gota wrote:The real problem is that it is a guessing game...
The issue is build speed versus walking speed.
Iv thought about this idea which seems pretty kewl but i decided it won't fit SA so maybe you guys can use it.
It goes like this:
When you have a small amount of units the game is faster than normal but as the average number of units per player increases the game slows down.
The more units per player on average the slower the game slows down so you wont reach very low gamespeeds.
If this is implemented,the game will move faster at start when you dont have much to do and will slowly slow down as players have more units and need more time to manage and micor units and special abilities.
That is actually a really sexy idea. The game speed scales to the size.
That is somewhat the idea behind a lot of google's widgets, like autoskirm. Naturally a widget will not be as good as human micro, but if there is a lot to manage it helps.
Otherside wrote:boost rushing is cheese/lame no skill.
The fact you eliminate BT and can rush defenses instantly means you can rush an llt/heatray/hlt right next to your enemy before the enenmy can react as he has normal BT and a factory + no proper offense to counter offensive static usage as statics beat mobile units easily for cost and artillery will be useless as he will be at point blank range.
CA needs boost limit (boost only working inside start area ) before people start laming on a regular basis.
Otherside, I don't think you understand how much you risk pulling something like that off. Here are the scenarios
1) You drop with an atlas from a factory you built. You can save about half your boost at the expense of time if you let a nano do the building for you. Your opponent has plenty of time to expand. Making any defenses sets you back more so you are pretty open to raiding. Not usually worth the drop.
2) You let an ally build an atlas for you. You have full boost, but your team is down a factory. So killing an enemy fac will only break you even. And he probably got some cons out before the fac died. And you are alone in enemy territory. I would not consider this worthwhile either.
3) You walk. Com is slow as hell. Even on a tiny map like darkside this is barely viable.
THE REAL PROBLEMS:
1) Playing on maps with not enough resources to support a factory for every player. Thats what leads to these tactics. Actually I don't consider it a problem unless one team wastes boost on the extra facs and the other team doesn't. But in that case, you might as well say that playing badly is the real problem.
2) Overshoot (especially core hlt). Most successful comdrops I've pulled or watched involved an hlt that outranged arty. Without the overshoot, a commdrop would fail heavily to arty and end result in feeding the opponent metal.
Also, build time is not eliminated, just equivalently halved since bp is doubled. Playing pw I had to fight against someone pushing with insta-build turrets and trust me, there is a huge difference.