Death explosions:
Walls around a mine -> it isn't protected against AOE damage.
Mines are too weak to survive a flea or minesweeper and need much micro currently.
I would like towers with death explosion.
get attacked 1by1 -> it makes cost
get steamrolled by small weak units -> makes cost
attackers are microed to stay out of range -> defenses behind make cost
The only thing you could use are assaults where each single unit has enough hp so that the death explosion would be less significant.
And arty which simply ignores the death explosion.
Big footprint:
How strong are 2 towers compared to 1? Answer: 3 times as strong.
How strong are 3 towers compared to 1? Answer: 6 times as strong.
Bigger footprints would solve this issue partially.
Units could move inbetween, but you can't make more defense so dense.
And newbes wouldn't make them so close together that arty - or the death explosions (see above) - hits all at once.
I would really like to try a game with defense tower footprints as big as a factory which can be placed on rough terrain.
What do you think about it?
Is it worth a try / better to balance?
Would you like to play such a game?
Big footprints and death explosions for some towers?
Moderator: Moderators
Re: Big footprints and death explosions for some towers?
What game? If game has subforum post there as potential issue
Re: Big footprints and death explosions for some towers?
Potentially any.
As long as you can tech furter (ba/ta/...) or make Striders (zk) and the AOE damage gets worse (compared to a single units health)
The bigger footprints are mainly for games like zk/cursed/EvoRTS where the game developes to a dense defense line vs another - it would limit the maximum density of statics, something the devs like.
Where teching games just make them obsolete over time.
The small footprint seems very often match the unit size and slope-tolerance. The "outer" footprint would only limit other buildings and not count for the build position calculations - which could be hard to do.
As long as you can tech furter (ba/ta/...) or make Striders (zk) and the AOE damage gets worse (compared to a single units health)
The bigger footprints are mainly for games like zk/cursed/EvoRTS where the game developes to a dense defense line vs another - it would limit the maximum density of statics, something the devs like.
Where teching games just make them obsolete over time.
The small footprint seems very often match the unit size and slope-tolerance. The "outer" footprint would only limit other buildings and not count for the build position calculations - which could be hard to do.