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inter factory dynamics

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Date Editor Before After
5/22/2012 12:08:34 PMSkasi before revert after revert
Before After
1 I fully agree with Tandstickor! Inter factory dynamics are what makes the game interesting. That's one of the reasons I don't like 1v1s. (you got multiple factories there, but not right at start) 1 I fully agree with Tandstickor! Inter factory dynamics are what makes the game interesting. That's one of the reasons I don't like 1v1s. (you got multiple factories there, but not right at start)
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3 The idea of making factories more unique by limiting their units to the various factories' design concepts is one that I always approved of and fortunately I'm not the only one. You know, that's exactly why I keep demanding "remove Hammers, cloakbots got Sharpshooters!" - "the factory is designed around being fast, sneaky and sharp, not around sieging the enemy with artillery". 3 The idea of making factories more unique by limiting their units to the various factories' design concepts is one that I always approved of and fortunately I'm not the only one. You know, that's exactly why I keep demanding "remove Hammers, cloakbots got Sharpshooters!" - "the factory is designed around being fast, sneaky and sharp, not around sieging the enemy with artillery".
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5 What's important is to not make factories to be too much rps. For example, even when removing Jethro there's still Warrior for cheap, short ranged gunships and Sharpshooter for planes. When removing Hammers there's still Zeus and Sharpshooters to take out some heavier emplacements and alternatively the cloak ability to go around dense and through leak defense. 5 What's important is not to turn factories into rock-paper-scissor gameplay. For example, even when removing Jethro there's still Warrior for cheap, short ranged gunships and Sharpshooter for planes. When removing Hammers there's still Zeus and Sharpshooters to take out some heavier emplacements and alternatively the cloak ability to go around dense and through leak defense.