1 |
Defenses should NOT create a porc-line.
|
1 |
Defenses should NOT create a porc-line.
|
2 |
____
|
2 |
____
|
3 |
[b]BUT:[/b]
|
3 |
[b]BUT:[/b]
|
4 |
\n
|
4 |
\n
|
5 |
A front line gives you the benefits of linking grids/shields easier, thus (shields) avoid "weak" spots - at least in terms of durability.
|
5 |
A front line gives you the benefits of linking grids/shields easier, thus (shields) avoid "weak" spots - at least in terms of durability.
|
6 |
\n
|
6 |
\n
|
7 |
Heavies require long-range defense. With long-range-defense's diameter it is possible to cover (front-line/diameter)/mex-count and thus easier to just block the whole front.
|
7 |
Heavies require long-range defense. With long-range-defense's diameter it is possible to cover (front-line/diameter)/mex-count and thus easier to just block the whole front.
|
8 |
_____________
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8 |
_____________
|
9 |
[b]Possiblities:[/b]
|
9 |
[b]Possiblities:[/b]
|
10 |
\n
|
10 |
\n
|
11 |
(Heavies and Anti-heavies)[color=#aaf]
|
11 |
(Heavies and Anti-heavies)[color=#aaf]
|
12 |
\n
|
12 |
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|
13 |
1) Give Anni a much higher alpha.
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13 |
1) Give Anni a much higher alpha.
|
14 |
\n
|
14 |
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|
15 |
2) Re-role screamer to (or add a new defense which is) a Anti-heavy land/air tacnuker, balanced to make cost if other defenses already killed 1/2 air units or to finish of retreating 10% hp heavies.[/color]
|
15 |
2) Re-role screamer to (or add a new defense which is) a Anti-heavy land/air tacnuker, balanced to make cost if other defenses already killed 1/2 air units or to finish of retreating 10% hp heavies.[/color]
|
16 |
\n
|
16 |
\n
|
17 |
(Energy-Grid - for defense)[color=#aaf]
|
17 |
(Energy-Grid - for defense)[color=#aaf]
|
18 |
\n
|
18 |
\n
|
19 |
1) Handle energy (required to fire) like shield-charge as in (Shields) 2) below.
|
19 |
1) Handle energy (required to fire) like shield-charge as in (Shields) 2) below.
|
20 |
2) Use the way Evo-RTS handles energy requirements.
|
20 |
2) Use the way Evo-RTS handles energy requirements.
|
21 |
> require some infrastructure around defenses, thus discurage porc lines and encurage eco on mex-spots.[/color]
|
21 |
> require some infrastructure around defenses, thus discurage porc lines and encurage eco on mex-spots.[/color]
|
22 |
\n
|
22 |
\n
|
23 |
\n
|
23 |
\n
|
24 |
(Shields)[color=#aaf]
|
24 |
(Shields)[color=#aaf]
|
25 |
\n
|
25 |
\n
|
26 |
1)
Make
EMP
missile
cost
more,
but
drain
adjacent
shields,
so
spaming
them
is
worse
than
a
single
one,
mixed
with
other
strategies,
except
you
space
them
out
and
thus
enable
under-run
counters.
|
26 |
1)
Make
EMP
missile
cost
more,
but
drain
adjacent
shields,
so
spaming
shields
is
worse
than
a
single
one,
mixed
with
other
strategies,
except
you
space
them
out
and
thus
enable
under-run
counters.
|
27 |
\n
|
27 |
\n
|
28 |
2) charge transfer: Shield charge transfer could be dependent on how many neightbours it has and their average charge (not the whole grids avg charge).
|
28 |
2) charge transfer: Shield charge transfer could be dependent on how many neightbours it has and their average charge (not the whole grids avg charge).
|
29 |
> Right now 1 Convict cause a constant transfer of averageGridCharge-convictShieldCapacity even to a single shield with only 1 neightbour.
|
29 |
> Right now 1 Convict cause a constant transfer of averageGridCharge-convictShieldCapacity even to a single shield with only 1 neightbour.
|
30 |
> I have made a beta of it some time ago if somebody is interested.
|
30 |
> I have made a beta of it some time ago if somebody is interested.
|
31 |
\n
|
31 |
\n
|
32 |
3) Structural integrity shields: let a unit glow, but no area-shield
|
32 |
3) Structural integrity shields: let a unit glow, but no area-shield
|
33 |
> Such shields could only absorb -for example- currentCharge/capacity*damage and let only the rest pass. Overkill would go through like now.
|
33 |
> Such shields could only absorb -for example- currentCharge/capacity*damage and let only the rest pass. Overkill would go through like now.
|
34 |
> This is especially usefull for small units to reduce AOE damage without making them un-snipe-able.
|
34 |
> This is especially usefull for small units to reduce AOE damage without making them un-snipe-able.
|
35 |
> Remote-shield-projectors on Convicts could protect buildings without making the shield big enough for under-running raiders or so small that it requires a lot of micro.[/color]
|
35 |
> Remote-shield-projectors on Convicts could protect buildings without making the shield big enough for under-running raiders or so small that it requires a lot of micro.[/color]
|
36 |
\n
|
36 |
\n
|
37 |
\n
|
37 |
\n
|
38 |
[color=orange]Please tell, which you like most and if you have more [b]constructive[/b] ideas![/color]
|
38 |
[color=orange]Please tell, which you like most and if you have more [b]constructive[/b] ideas![/color]
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