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Re: [glob2-devel] explorers and forbidden zones


From: Donkyhotay
Subject: Re: [glob2-devel] explorers and forbidden zones
Date: Tue, 16 Jun 2009 16:26:03 -0700
User-agent: Thunderbird 2.0.0.21 (X11/20090409)

I'm not certain if it's still the case but at one time explorers couldn't attack building and didn't have any armor against getting hit by towers. This made them very vulnerable to towers and created a classic RTS triangle where warriors < explorers < towers < warriors. This was about 2 years ago or so and I have no clue if this is still relevant but I thought it was a good idea.

Do not be afraid to joust a giant just because some people believe in windmills.


Bradley Arsenault wrote:


On Tue, Jun 16, 2009 at 6:25 PM, Leo Wandersleb <address@hidden <mailto:address@hidden>> wrote:

    so what? if you got outteched by your opponent you can save a little
    time by
    countering with air-attacking explorers to kill those (slightly
    more) expensive
    explorers but if you fail at that, well ... games have to end at
    some point.
    better by explorers than by prestige.

    regards

    leo



I'm saying that because explorers are logically over powered, they become required in the strategy of a normal player. What most games have is a large variety of units that can all counter eachother. Explorers don't have an enemy besides other explorers and towers. This makes them capable of preying on warriors without worry. To truly balance the gameplay, we need a mobile unit that is capable of taking down explorers. However, in the meantime, ground attacking explorers are overpowered to the degree that they are essential for a strategy, but really don't add any degree of strategy or tactics to the game.


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