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No storage after com dies is noobtrap

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Date Editor Before After
4/29/2018 4:22:17 AMPLrankAdminSprung before revert after revert
4/29/2018 4:22:08 AMPLrankAdminSprung before revert after revert
4/29/2018 4:15:48 AMPLrankAdminSprung before revert after revert
Before After
1 When it comes to gameplay design I think it is good to put more weight to vets' feedback because they tend to have a better understanding of intricacies than a fresh newbie would. 1 When it comes to gameplay design I think it is good to put more weight to vets' feedback because they tend to have a better understanding of intricacies than a fresh newbie would.
2 \n 2 \n
3 Compare the threads: the newb-made one says to add storage to cons because "it was like that in TA" (bad argument: we're not TA) and because "losing a commander leaves no storage" without even explaining why it is bad (obviously it's bad from the perspective of a player but you could make the same argument for losing your units in combat). 3 Compare the threads: the newb-made one says to add storage to cons because "it was like that in TA" (bad argument: we're not TA) and because "losing a commander leaves no storage" without even explaining why it is bad (obviously it's bad from the perspective of a player but you could make the same argument for losing your units in combat).
4 \n
4 In here vets say "does not create a meaningful decision" (good: reducing trivial decisions is one of the things ZK design aims at). 5 In here vets say "does not create a meaningful decision" (good: reducing trivial decisions is one of the things ZK design aims at).