Rush Prevention
Rush Prevention
Rushes can wreck multiplayer games ("1 player just kept rushing me and we both ended up falling behind in power and tech and dying"). Why not give base structures a (normal, not heavy) MG? It's not going to make much of a difference in anything other than the very start of the game. If the enemy has a force into your base, a few MGs are unlikely to be stopping them inflicting massive damage, however, an early game truck rush is no longer viable and early game rushes will be more difficult.
Full of ideas - Most are probably useless. Feel free to ignore them
Re: Rush Prevention
We have thought about it. If you look at ohyeh's new hegaxonal structure models, the HQ has weapon slots for that purpose. However, your proposal does require changing the models, so it is not trivial to do.
(Besides, it leads to some tricky dependencies. Would you require mg research to make these buildings then? And how would you research that if you put an mg on the research building? )
(Besides, it leads to some tricky dependencies. Would you require mg research to make these buildings then? And how would you research that if you put an mg on the research building? )
Re: Rush Prevention
Well, you have a sensor on the HQ before sensor turret is researched...
Regardless, I'm not sure this is the right solution.
Regardless, I'm not sure this is the right solution.
Re: Rush Prevention
it is a poor solution, later in the game players would be angry because of these petty MGs
Re: Rush Prevention
Instead of rushing you with MG towers they'll rush you with power generators. Double the armour, 390 more HP, half the cost, and as a bonus it doesn't need to researched.Mats wrote: Why not give base structures a (normal, not heavy) MG?
Re: Rush Prevention
AND they'll give back full power back when destroyed. The best thing to use as a decoy when performing truck rushes, in the current state.Safety0ff wrote:Instead of rushing you with MG towers they'll rush you with power generators. Double the armour, 390 more HP, half the cost, and as a bonus it doesn't need to researched.Mats wrote: Why not give base structures a (normal, not heavy) MG?
Early rushes can be avoided with scavengers, if the map was made carefully enough.
~Olrox
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Re: Rush Prevention
And scavengers would kill the AI's only truck in single player games, thus ending the game ?Olrox wrote:Early rushes can be avoided with scavengers, if the map was made carefully enough.
Re: Rush Prevention
Scavengers don't rush anyone in the early-game, so that's not an issue.praefectus wrote:And scavengers would kill the AI's only truck in single player games, thus ending the game ?
Re: Rush Prevention
True. Guess only command centre can have an MG.Safety0ff wrote:Instead of rushing you with MG towers they'll rush you with power generators. Double the armour, 390 more HP, half the cost, and as a bonus it doesn't need to researched.Mats wrote: Why not give base structures a (normal, not heavy) MG?
On scavengers - They might stop rushes in 2 player maps, although in some 2 player maps, they don't (high ground for example). But in a four player map, it's very difficult to put in scavengers that are going to stop a rush and in 8 players, no scanvengers can be added.
Full of ideas - Most are probably useless. Feel free to ignore them
Re: Rush Prevention
4-player maps can be designed for using scavengers to prevent rushes - A careful design, not a *beep**beep*, rough, *beep**beep**beep* design.Mats wrote: On scavengers - They might stop rushes in 2 player maps, although in some 2 player maps, they don't (high ground for example). But in a four player map, it's very difficult to put in scavengers that are going to stop a rush and in 8 players, no scanvengers can be added.
In 8-player maps rushes are not that interesting anymore, usually they're FFA, 4x4 or maybe 2x3x3: on FFA games, there are 8 players already, it's not likely that having everyone last until nearly the end of the game will be an interesting thing at all (power issues usually, space issues, among others) - rushes aren't a *bad* thing to see, as they are on 1x1 or 2x2 or even 4-player-FFA games.
If you have 4x4, you'll have the aid of your mates and you definetely won't see tower rushes or any early rushes because by the time the enemy trucks could get to your base, you'll probably already have cannon bunker or mini-pod, or both, and even if they manage to pull of a successful rush, your buds can defend your retreating trucks or donate a couple of their own trucks and power so that you can get back on your feet. If you can't manage to avoid the rush because there was to researched defense, then probably the solution would be to choose someone else to play MP with (4 players should get MG towers within easily under 3 minutes of gameplay, I think even 1 minute is enough for experienced players.
If you have a 2x3x3, rushes aren't *bad* as well, because usually a team will focus on destroying a single adversary, and only after that, launch real attacks on the remaining team: hardly you'll have an end-match of one player from each team fighting each other simultaneously.
But oh well, smart players can easily research MG tower before an enemy arrives at their base: it IS a MUST unless you're playing with your best friends in a no-rush match - in this case you can beat them on the day after, if they rush you on the match.
Along with reasearching MG towe being a *must*, scavengers can be easily added by map makers on strategical locations to make rushes at least more difficult.
Not making marketing, but rather using as a good example regardless of me being the author, 4c-Garond Valley was made to avoid rushes to just anybody. You can rush a single opponent, and that's already more difficult given the bases' design.
~Olrox
Re: Rush Prevention
I think it is a good part of the game that someone could attack you within a few minutes, it keeps it interesting, and if it is FFA you should be able to counter that it is part of the challenge you have to find a way to out play everyone else and win. Some people may turtle some people may rush, and some others may use vtol, and so on... If it is a team war usually a rush will be not matter because the attacker and defender with both likely lose some research. Another way of putting this is if two people attacked you one after each other if they are good players it is unlikely you will survive but it is part of the game.