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Re: [glob2-devel] explorers and forbidden zones


From: Leo Wandersleb
Subject: Re: [glob2-devel] explorers and forbidden zones
Date: Tue, 16 Jun 2009 10:30:39 +0200
User-agent: Thunderbird 2.0.0.21 (X11/20090409)

Quinn Yee Qin Teh wrote:
> I think I would prefer to make the avoidance of turrets by explorers manual
> instead of automatic. It should be up to the defender to build a good
> defense perimeter if they don't want enemy explorers snooping around. As for
> the attacker, if they see an area around, won't they naturally want to
> explore that area instead of the other way around?
i don't understand your point. in my opinion an automatic avoidance
would not automatically avoid every single hit by a turret. it would
just make the hive learn. so a turret would shoot at an explorer and the
explorer would mark the range as air-forbidden. if that turret gets
destroyed by a third faction, my explorers would still avoid that area
until i get to see there is no turret anymore. if the turret increases
range, my explorers would have to learn that but getting hit again.

as explorers then would sneak into the enemies base circumventing
turrets it would become necessary to massively increase air defense.
technically easiest would be to increase turret air range by 50-100%.
another option would be to separate ground and air attack (arrows need
wood) and give every L2 and L3 building the ability to fend off air
units. in that scenario explorers would turn into a defensive unit that
cannot operate near the enemy.
a third option would be to create a real counter-air unit (slingshot
warriors) that takes little damage but can shoot those overpowered beasts.

regards

leo





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