Egarwaen wrote:How many units can the different transport types carry? I know the Atlas and Valkyrie can only manage one apiece...
Never bothered to fix it, but for some reason in Spring the heavy transports can also carry multiple smaller units, last I checked. And, by smaller, I mean "goliath" as opposed to "krogoth".
The EMP thing was suggested by MR.D. There! I said it! BURN HIM!!!! Anyway, I really did intend it to paralyze the target for more like 30 seconds per hit *and* be cumulative - but for some reason that's not how it's playing out. Devs have got enough on their hands, they don't need to worry about fixing EMP weapons right now I think. I'll ask how much work it would be to make the paralyzing time configurable on a weapon-by-weapon basis next time I talk to Zaphod (although, again, I think I've used up this month's supply of favours from him already)
As for sharpshooter - he must decloak in order to fire. Try putting up some radar towers or radar planes - although snipers are radar-invisible (uh.. right?), these radar units have an extremely long LoS that can be used to track them down. Also take note of the direction the shot is coming from if you can.
OK - that's all dealt with now. New, important topic that needs to be discussed. Myself, I really enjoy playing comm death = game continues. I don't like it when an entire game finally just boils down to a comm hunt. I don't like accidentally finding my opponent's commander and knowing "oh. Guess I found him. Do I shoot him and end the game now, or pretend not to notice and continue to have a good time for a while longer?" Yeah, I actually think that. I'm a real humanitarian. Anyway, Noize in all his wisdom decided to show me the folly of my ways. I was playing against him earlier today, was (from what I could tell) winning, and he comm-rushed me. I had no HLTs and only a motley defense of LLTs designed for killing raids. My base was destroyed and the rest is history.
So, the question today is, how can I make commanders more valuable to keep alive than to martyr? This cannot involve:
increasing his metal output
increasing his energy output
increasing his workertime (speed he builds stuff)
telling me to STFU and play comm death = game ends
I've already made the decision that with the next release, Commanders will have their health returned to OTA stats, that is, 3000 HP rather than 4000. I'm tempted to lower it to 2500 in fact, since commanders gain XP quickly and can have 50% more HP than they start off with just from a bit of light base defense. You sneeze and suddenly they've just grown 500 more HP basically.
Again: what can be done to make commanders more valuable alive than dead? What can give them long-lasting appeal? For instance, I could make them be the only units capable of building nano towers or something else. That's just one idea though, I came up with it just sitting here typing this. Surely you can do better.