Topic: Balancing
the-x Topic Opener |
Posted at: 2019-12-04, 09:08
I think this is mainly the key point I want to improve. If there are any cons, please tell me. Top Quote |
hessenfarmer |
Posted at: 2019-12-04, 10:06
actually there are lot of cons already discussed in several threads. Top Quote |
the-x Topic Opener |
Posted at: 2019-12-04, 12:12
Well actually it affects all kind of maps, especially medium to large ones, cause if the last "evade" or "attack" stage costs much, you may also thing about first producing more medium advanced units where your enemy decides to out all ressources in. And for small maps its definitely necessary to make interesting games happen. Top Quote |
GunChleoc |
Posted at: 2020-01-03, 13:12
An alternative solution to having more advance warning would be to increase buildings' vision ranges. Busy indexing nil values Top Quote |
the-x Topic Opener |
Posted at: 2020-01-14, 19:16
Another reason for these changes are, that at the moment it doesnt even matter if you imrove your soldier in "evade" or "attack" - cause its only numbers. Nothing more. We can easily implement a circle system which mades a>b>c which means that you will strategecially decide which upgrade you do, thinking or betting what you expect your opponent to do. Top Quote |
hessenfarmer |
Posted at: 2020-01-14, 20:12
Believe me it is a difference if you improve evade or attack. Or health or defense. Cause some values are influenced by random function some are not. But it depends on what are the strength and weakness of your tribe and of your opponent.
Top Quote |