1 |
I'll rewrite what I am pretty sure I have written before.
|
1 |
I'll rewrite what I am pretty sure I have written before.
|
2 |
\n
|
2 |
\n
|
3 |
Skuttle is one of the least interactive units. As a cloaked unit there is little player interaction until it reveals. As a bomb the interaction tends to end when it is revealed. Other bombs have more of an element of placement, prediction, and maneuvering your opponent to step on it. Other cloaked units (including the Iris that is hosting Snitches) start a game of "chase down the cloaked unit" after they are revealed.
|
3 |
Skuttle is one of the least interactive units. As a cloaked unit there is little player interaction until it reveals. As a bomb the interaction tends to end when it is revealed. Other bombs have more of an element of placement, prediction, and maneuvering your opponent to step on it. Other cloaked units (including the Iris that is hosting Snitches) start a game of "chase down the cloaked unit" after they are revealed.
|
4 |
\n
|
4 |
\n
|
5 |
Eos and Lihko, two units that do similar things to Skuttle, as much more interactive because the Missile Silo and Lihko are ongoing threats. They are targets to be defended against or possibly attacked and killed. All Skuttle does is tell you that your opponent has a Jumpbot factory, which you likely knew already and is most likely safely out of reach.
|
5 |
Eos and Lihko, two units that do similar things to Skuttle, as much more interactive because the Missile Silo and Lihko are ongoing threats. They are targets to be defended against or possibly attacked and killed. All Skuttle does is tell you that your opponent has a Jumpbot factory, which you likely knew already and is most likely safely out of reach.
|
6 |
\n
|
6 |
\n
|
7 |
Imp and Widow are more interesting because they start a game of "protect the stunned stuff" and also require coordination with followup.
|
7 |
Imp and Widow are more interesting because they start a game of "protect the stunned stuff" and also require coordination with followup.
|
8 |
\n
|
8 |
\n
|
9 |
If Skuttle is common then people will make a bit of chaff to protect their big structures when they see Jumpbots. There is some counterplay here, but the results are very much all-or-nothing.
|
9 |
If Skuttle is common then people will make a bit of chaff to protect their big structures when they see Jumpbots. There is some counterplay here, but the results are very much all-or-nothing.
|
10 |
\n
|
10 |
\n
|
11 |
I'm waiting for a fun idea that has a chance of making Skuttle a more fun part of the game, not merely something that will make it more common.
|
11 |
I'm waiting for a fun idea that has a chance of making Skuttle a more fun part of the game, not merely something that will make it more common.
|
12 |
\n
|
12 |
\n
|
13 |
[quote]When skittle is stationary make it slowly reduce decloaking range to the range of a widow(or similar)
|
13 |
[quote]When skittle is stationary make it slowly reduce decloaking range to the range of a widow(or similar)
|
14 |
Reset this range when it starts moving again[/quote]This is an interesting idea and could be done just for fun.
|
14 |
Reset this range when it starts moving again[/quote]This is an interesting idea and could be done just for fun.
|
15 |
\n
|
15 |
\n
|
16 |
In terms of interaction there have been heavy damage-over-time ideas. Make the unit die but give it some time to do something. Alternately there is the idea of a Skuttle that can be fought off.
|
16 |
In terms of interaction there have been heavy damage-over-time ideas. Make the unit die but give it some time to do something. Alternately there is the idea of a Skuttle that can be fought off.
|
|
|
17 |
\n
|
|
|
18 |
Edit: Sniped.
|