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Easy to implement solution for fixing the base grab issue
Forum Index » New Feature Request
NatSelection

Messages: 8,
Joined: Oct 16, 2009,
Offline

NatSelection

Messages: 8,
Joined: Oct 16, 2009,
Offline
As most people know, the person who takes an opponents base first usually wins because of the income gap. Some new maps have been created which minimize this issue by lowering the amount of credits per base. However, there is a VERY simple solution (also simple to implement) which builds on that progression...

Don't tie credit income to base control!!! Base control is a desirable task in and of itself. On a linear map you couldn't sustain your army at your opponents end if you don't have a way to produce new units closer to the front line. You don't have to tie credit income to base control - thereby eliminating entirely the inflated importance of a single base. Bases offer strategic options by allowing the player to produce units at a new location. You don't need to compound the advantage of a player who captures a base by increasing the number of units they can produce.

Just try playing without it and see how it changes the game-play. I bet you'll find that players are still motivated to take bases in order to stop their opponent from producing units, and so that they can reinforce their own position.

Credit income is a good function. Different maps can set different credit income to dictate the pace and breadth of the battle, but tying credit income to base control is what causes most games to be determined in the first few turns.

Can anyone give a clear and logical reason why this wouldn't absolutely solve the issue of games being determined by who takes a base first?

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