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[quote]Capturable metal makers without the E cost would be interesting. Something with decent income, but not ODable so as to avoid singuspam.
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[quote]Capturable metal makers without the E cost would be interesting. Something with decent income, but not ODable so as to avoid singuspam.
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[/quote]
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[/quote]
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agree.
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agree.
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6 |
some maps have some big rocks, which is almost a similar principle (but disapears over time and binds some cons to reclaim)
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some maps have some big rocks, which is almost a similar principle (but disapears over time and binds some cons to reclaim)
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8 |
on the other side, maps with NO metal spots with only destructable takeover metalmaking buildings is another intresting mode, which will lead to new ways of playing. with no overdrive, energy must be redefined then, or it gets useless.
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on the other side, maps with NO metal spots with only destructable takeover metalmaking buildings is another intresting mode, which will lead to new ways of playing. with no overdrive, energy must be redefined then, or it gets useless.
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10 |
TESTING:
to
the
professional
map
makers:
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[size=2]TESTING:
to
the
professional
map
makers:[/size]
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11 |
an easy way to test this mechanic is to create a new map. give it no (or 1-2 small) mex spots per team, but place some big rocks over the map. lua the rocks to give its metal to reclaim very slow (there is a map out there with a beach/river/hill with beach colors, forgot the name, which has slow reclaim. so this is possible!), and make the metal amount refreshing itself.
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11 |
an easy way to test this mechanic is to create a new map. give it no (or 1-2 small) mex spots per team, but place some big rocks over the map. lua the rocks to give its metal to reclaim very slow (there is a map out there with a beach/river/hill with beach colors, forgot the name, which has slow reclaim. so this is possible!), and make the metal amount refreshing itself.
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