Hoi wrote:Hobo Joe wrote:Maybe I'm just a blind fanboy but I honestly see no reason to use that system whatsoever. The income system just plays so much better from a gameplay standpoint, and it gives it much more depth.
The harvester system allows a lot of things that the TA system can't do.
- Amounts of resources, a limit to the maximum resources that can be mined at a place. This promotes expansion.
- The killing of workers. Workers are usually a lot weaker than the buildings in games that don't use harvesters. So it allows opponents to sneak into your base and destroy your economy if you don't watch out.
- A limit to how much resources you can harvest per minute per resource spot. In spring you can simply make 1000 fusions and 1000 moho metal makers and put them in the back of your base. In games with harvester systems, you can't. You will need to expand to get more resources per minute. If you expand you can become more vulnerable and that makes it interesting.
Ok, I know you like the harvester system and everything, but all of these apply (or can apply) to the income system as well.
1. No reason not to put a finite number of resources on an income based system
2. Buildings and harvesters are different I'll grant you that, but the concept is the same. And mexes aren't any harder to kill than harvesters.
3. what luckywaldo said. You're comparing it to 8v8badsd. First of all - even in BA games, properly sized games very rarely reach that point, most barely even reach T2, much less any decent sized T2 eco. And second, the way BA handles T2 eco isn't the only way to do an income system. You don't have to have fusions and moho metal makers. Watch a 1v1baccr game - without expansion and amazing area control you won't win. Expansion IS the key to winning, you're just applying the rules of a game with too many players on a map that's too small to all games. It doesn't work like that.
I'll just say though, my main problem with the harvester system isn't so much because of the 'harvesting', but because of the way it deals with lump sums and unlimited storage, and most of all, the way that most games that use harvesters deal with resource location - huge amounts in key locations, and none everywhere else. See: SC2. You have all your resources in a couple places around the map, and you build a town hall and spam harvesters and get it all as fast as you can. The expansion isn't fluid or dynamic, it's rigid and applies to only a couple mapper-defined points, whereas in something like BA, you have small amounts of resources all over the map, and the key points are based on the actual lay of the land, and the hot spots vary from game to game.