Walls, every one has em no one uses them. I mean of course commanders. Walls are a great stratiegic element in clasc maps. but they are rarely usesd to thier fullest efect, IE turning a camp into a compound. The main reson for this is simply: walls are a two way trap. Others have tried to sudgest gates and ramps to help with this however these ideas have been shot down. Others have tried to sudgest bunkers and towers to aid with the compound theroy only to be turrend down again and again. I now present my solution to all these problems. The pill box Upgraded from a completed wall segment by the commander. Designed to complement walled parimeters by allowing cover and concielment to defenders. Vulnerable on 3 sides. With an open crows nest grenidiers are capible of use with out blowing them selves up from trying to aim through the slits. Pros: -promotes structured base compounds witch adds to game atmosphear. -supports(protects) infentry use durring vehical attacks. Cons: -turtling -camping -any other annoying defensive stratigys Alternitives: -walls with gunner slits pre modles into them -raised platforms on one side of the wall -towers -bunkers -mannable turrets -ramps -gates
I think its enevitable that some sort of defenve building is going to be added. I think it has to be the No1 sujestion on this forum. Empieres does severly lack the defenceive. I like this idea cus it would allow u to finaly get cover from walls without some dick starting building them.
I think it could work out for turtling. A tweak for it could be that it might take much time to build, but oppositely it should have a lot of strength so it can withstand a lot of bombardment. This could prevent it from being used to push forward and makes it useful when the base is under siege. If the bunker is as small as you drew it, it might turn out to be a somewhat discrete fortification. Is that somewhat how you envisioned it Vessboy? Not sure if it'll ever get added, bit it is interesting.
ohh ohh ohh... I know..(raises hand) because they don't want to make it, so they just spew out negative comments. 1) I think he is right on that one. ladders are map placed props and not dynamic. 2)Stairs? too much area? well when you make stairs with walls, doesn't that take up more area? 3)Same as 2, but with less polygons. :p
tbh, we need battle fortresses from RA2 :D na, i like the idea of bunker. BUT the the slit in the bunker means the person inside will need to stand up meaning he couldn't spray away with his HMG like a pill box does. So either a human manable gun or a flat service where the person can go prone on it and shoot out (but that would just look ugly) :D
It's a bunker, and using walls to create 'compounds' is really silly, because the way empires works, you're much better off having total mobility in your base rather than walling it off. Walls are only useful for sealing chokepoints and protecting structures from rocket sniping, which they do very well in both instances, they do not work well for base defence, and you're not going to change that by adding bunkers.
Empires is a constant offensive, and when you are forced to play defensively, you will eventually lose. The goals are to kill the enemy and kill the enemy com. Both those are offensive objectives. The main purpose of walls is to protect from vehicles, as infantry can easily destroy them in literally seconds.
If one team is attacking a location, the other would have to defend it, obviously. And ideally, while one part of the team attacks... the other defends. And what would be better to add something like this? It could also be used offensively. I think it would be enough if the players would have to build up the wall first, then the commander could instant upgrade it. Just allow a maximum of 4 of these puppies and make them cost like ~90 res, otherwise they'd be used much too carlessly. However, I dislike the lower window, cause it would enable scouts to snipe from there with perfect accuracy... A window that's on crouch height would be best, and if the scout still wants to prone he can get on the roof of the segment, where he can be counter-sniped more easily.!
What usually happens is that a full on offensive either takes a location, or meets another enemy full on offensive and you get a skirmish, you don't get attackers and defenders in this game for very long, as the attackers invariably win in that instance, the only exception is escort, which is because of the map design. Most maps, however, are designed to be purely offensive.
You can turtle for as long as you want, but the longer you turtle the better the chance of getting artillery raped.