Economy/Strategy
Moderator: Moderators
lol zjin is funny.
the bigger the army, the expensive its gets.
that works stopping some porcing too.
its worth testing at least.
that's bc i was talking about gc :D, i was describing the resources system in that game, seems i did it fine.Kixxe wrote:*coughcough groundcontroll coughcough*
the costs of having a big army is what is reflected by this feat.Also, ala wc3, you get penalized (resources grow slower) when you have a lot of units (more ap value), in the game.
the bigger the army, the expensive its gets.
that works stopping some porcing too.
its worth testing at least.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Well, Laser Towers now have much greater range (although they're also somewhat more expensive) but they're shots no longer pass over other units/buildings. It is easy to go around them and hide a few units behind a building.Min3mat wrote:... IT IS TRUE xta defenses>>>ota defenses PERIOD
Also, in oldTA, a few DTs in front of laser towers greatly incrased they're value. Doesn't seem to work now...
Still, i think that the XTA defenses are better than in oTA but not by a tremendous amount.
Actually, i think that it produces the oposite effect. You are gathering resources so you won't want to have a big army. It penalizes the attacking players (who receive less income for having a large army) and benefits the one that's porking. This is one of the features i so much hate in Warcrap3... This only works in multiplayer because the resources are finite (also the defensive structures aren't that great). In Singleplayer sucks big time. It's all about not reaching upkeep status while you still have resources to be gathered, waiting and waiting, until you have enough resources.mongus wrote:...the costs of having a big army is what is reflected by this feat.Also, ala wc3, you get penalized (resources grow slower) when you have a lot of units (more ap value), in the game.
the bigger the army, the expensive its gets.
that works stopping some porcing too.
its worth testing at least.
I was describing gcii (using wc3 as an example).
in this game the penalty aplies directly to the army.
no way to porce if there aint resource producing units...
and the only way to get more resources is to figth for this strategic points...
thus, to figth over this points becomes the objective, leading to more battle oriented game.
but im not a gcii player, i've played it only once in mp. so no real exp.
(anyhow i get what you are saying about wc3, just porce and harvest till you can afford uber army, then destroy the enemy. Its a bit vulnerable tactic).
No resource gathering units is what foe was proposing too.
The centrail build ai (still weak) is a step forward in order to simplify resource management.
Shared commander mode is a good way to do that if one player is dedicated to build and the other one to manage the army.
we should make a Shared Commander Tournament!
in this game the penalty aplies directly to the army.
no way to porce if there aint resource producing units...
and the only way to get more resources is to figth for this strategic points...
thus, to figth over this points becomes the objective, leading to more battle oriented game.
but im not a gcii player, i've played it only once in mp. so no real exp.
(anyhow i get what you are saying about wc3, just porce and harvest till you can afford uber army, then destroy the enemy. Its a bit vulnerable tactic).
No resource gathering units is what foe was proposing too.
The centrail build ai (still weak) is a step forward in order to simplify resource management.
Shared commander mode is a good way to do that if one player is dedicated to build and the other one to manage the army.
we should make a Shared Commander Tournament!
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
On the topic of alternate resorce plans, I was thinking it might be fun to limit resorces by making it so that energy is produced with metal (i.e. you need to harvest metal to make energy) using energy makers (opposite of metal makers cept more efficient) maybe keep geothermals too so that they are a stragetic resorce.
This might make late game a bit more interesting that infinite resorces and a bunch of builders. natuarly remove all other energy making devices except those that make energy from metal (or geos).
Just my 2 cents
This might make late game a bit more interesting that infinite resorces and a bunch of builders. natuarly remove all other energy making devices except those that make energy from metal (or geos).
Just my 2 cents
