Harryhoot's Money

Discussion in 'Game Play' started by Deadpool, May 7, 2012.

  1. Deadpool

    Deadpool SVETLANNNAAAAAA

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    neato, pics?
     
  2. harryhoot1

    harryhoot1 Member

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    [​IMG]

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    I think I'll lower the lights in the bunkers.
     
  3. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    What are you holding? Is that your new seismic grenade? Cuz that looks awesome and I want it.
     
  4. Terminator

    Terminator Member

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    Challenge accepted.

    *Fires up hammer and begins blasting Journey*
     
  5. Deadpool

    Deadpool SVETLANNNAAAAAA

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    part of me wants to say "rad"

    most of me wants to say

    "lol dont waste your time make something that is't broken from the ground up"
     
  6. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    Money(standard map) might be ok if there were no artillery allowed(harry's anti artillery pods) and there were more paths to the enemy for the tanks and troops to take. For example if there were some side routes that were not visible from either base.

    I say start modifying from the standard map because, no offense harry but, those damn gates are upsetting as hell. If the enemy takes both flags due to having a scout on each flag to insta cap back or they are just that good when it comes to infantry; You can't do a whole lot to the enemy base except sit outside and honk your horns if you don't have nukes/uml or good aim.

    The flags add too much distraction. It can make for some interesting play but, it seems to be more frustrating then exciting.

    Take the enemy dock flag? If the team is even remotely competent, they see it and descend on you like a shit storm from god with explosive diarrhea. Your wiped out and they have the flag back in an instant. Was it worth it... barely.
     
    Last edited: May 28, 2012
  7. Trickster

    Trickster Retired Developer

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    Arbitrary blocks on stuff (i.e. arty) is just compensation for poor map making.
     
  8. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    or an OP mechanic.

    I suppose if the map was stretched out substantially more to where you couldn't arty from one base to another that would be preferred since we can't X out the ability to research something while having a com map.
     
    Last edited: May 27, 2012
  9. Sprayer2708

    Sprayer2708 Member

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    Or Arties could be more realistic to have greater range, much greater damage (AoE is ok i think?) but be able to shoot only 3 shots per minute.
     
  10. Trickster

    Trickster Retired Developer

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    Except that wouldn't be even remotely fun for anyone. Realism does not equate to fun.
     
  11. Inside

    Inside Member

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    The problem is that there is way too much to do on money at the moment. There are way too many fronts to be fighting on (top, flags, flags, flags, gondolas, etc) and the fronts are designed in such a way that if you've so much as lost on one front, you're more or less losing the game at that point because people just took out 4 refs at once or you've lost your bleeder flag, etc.

    Look at the most popular and favorite maps in empires -- maps like escort, streets of fire, canyon, and slaughtered. What's common about these maps? They all usually only have one or two fronts for a team to be fighting. If a team is losing on one front, then they just lose something minor like one ref point and the base surrounding that point yet they can still all fall back and regroup at the next choke point, etc.

    I guess what I'm saying is that the damage that can be done by a few people attacking an unprotected point on your map is far greater than the benefit that can be gained by stationing some people there to protect against the possibility of that threat.
     

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