Power rebalance

The place to discuss balance changes for future versions of the game.
(Master releases & 3.X)
Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3750
Joined: 03 Aug 2006, 19:39

Re: Power rebalance

Post by Per » 27 Jan 2012, 23:00

Oil barrels are infinite. Grab one, another appears somewhere.

You are trying to design workarounds for extremely rare situations in which both players have almost nothing left (an effort which I regard akin to redesigning chess to avoid the possibility of a draw), so surely hunting oil barrels should be an acceptable solution?

User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: Power rebalance

Post by aubergine » 28 Jan 2012, 23:54

<off-topic> @Per: Could "canReach()" check be added to oil barrel placement - sometimes they appear in non-accessible locations. </off-topic>
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO

User avatar
theArmourer
Trained
Trained
Posts: 89
Joined: 19 Feb 2010, 02:27

Re: Power rebalance

Post by theArmourer » 29 Jan 2012, 02:59

I'll leave my $0.02.

I think that requiring power for oil derricks is a good idea, increasing the cost of power generators is okay (perhaps we could increase the cost of the power module instead?), HQ power is good, HQ having 2-4 HMGs good, HQ having special powers - bad, bad, bad, bad. Age of Empires 2 was a good game, one of the things that ruined 3 was that they added special "powers." IMHO, in a RTS, passive abilities or bonuses = good, active abilities = bad.
~theArmourer

Post Reply