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Re: Map guidelines
Posted: 24 Aug 2009, 17:47
by JohannesH
Pxtl wrote:While I dislike metal maps, I also think the "barely any metal" maps are a big problem too. The game is far too concerned with eco-management and SimBase in those games. Low-metal gameplay is fun, imho, on games that don't have the geometric growth of the TA-family games. For TA, "low metal" really means "econ spam".
This never happens with small teams BA.
Re: Map guidelines
Posted: 24 Aug 2009, 17:48
by imbaczek
small teams BA games also almost never happen, unfortunately...
Re: Map guidelines
Posted: 24 Aug 2009, 20:35
by hunterw
1v0ry_k1ng wrote:no, the main diffrence between from solar is its unreliability as an energy source- ie, if you rely too much on wind, and at a crucial moment wind drops, all your HLTs stop working
making it reliable kind of destroys that risk
winds have different M/E cost from solar, extremely low HP, and large blastradius/dmg.
that's plenty different. unreliability just adds a huge element of randomness to the game, which i'm all about avoiding.
Re: Map guidelines
Posted: 25 Aug 2009, 14:25
by 1v0ry_k1ng
each to their own, but that just makes wind an all round superior E source (if you can protect it) which really isnt how wind should roll. it should carry its own disadvantages and I like to keep that ota mechanic going.