nuclear power with MM built in poll - Page 2

nuclear power with MM built in poll

Classic game design, maintained to please you...

Moderator: Content Developer

Fusion reactors with built in mm

I need this
1
33%
I will use it some
0
No votes
The option would be nice
0
No votes
Its ok for others but i wont use it
0
No votes
The hour of developer time is better spent on new t3 units
1
33%
This will break game balance!
1
33%
 
Total votes: 3

Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: nuclear power with MM built in poll

Post by Regret »

dimm
Posts: 473
Joined: 01 Oct 2009, 23:03

Re: nuclear power with MM built in poll

Post by dimm »

Let me summaries ur arguments:

Fusion being able to produce e is important. HackFress, pxtl, kaiser
Answered before; Off state produces energy like any mm. The fusions that just produce E are still kept.
albator wrote: i build minimal 10 fusion and not a single MM
kaiser neddie
Ur amazing albator. Plain e fusions still kept. The combination can be put on second build page.

Game play is finished, useless change, current version is holy. Johannes pxtl kaiser neddie
But it really doesn't change game play it is just more convenient for me.

The one actual effect on game play. kaiser, SirArtturi
Will cause dumb down. kaiser
Raider's targets change. If a player is lazy he makes a farm and the raiders do notable damage. Effectively the player is saying he wants mm fusions. The raiders victory is based on their enemies tiredness.
But most ppl build in detonation squares which means it doesn't matter.
And if there is a benefit to keeping the makers protected inside the fusion then the act of hiding should just cost something like reduced cost effectiveness.

Separating the fusions from the makers is more trouble for the player than entertainment or strategy or game play it provides.
Placement of MMs is mandatory, its often ignored, and often doesn't make a difference.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: nuclear power with MM built in poll

Post by Regret »

dimm wrote:But it really doesn't change game play it is just more convenient for me.
Unit addition is a gameplay change as the unit enters the game and influences other units directly and/or indirectly.

tl;dr - you're wrong.
dimm
Posts: 473
Joined: 01 Oct 2009, 23:03

Re: nuclear power with MM built in poll

Post by dimm »

Technically but the point of a large part of my posts: in no appreciable way. You did read them right?
WHAT DOES TLDR MEAN?
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: nuclear power with MM built in poll

Post by Regret »

dimm wrote:Technically but the point of a large part of my posts: in no appreciable way. You did read them right?
WHAT DOES TLDR MEAN?
tl;dr = Too Long Didn't Read

When there is an error at the beginning, there's no use arguing the rest.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: nuclear power with MM built in poll

Post by TradeMark »

this will definitely break the game balance, metal makers are weak for a reason... unless you make this new fusion+mm combo as weak as metal makers, then its ok
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