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Re: Power rebalance

Posted: 27 Jan 2012, 23:00
by Per
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?

Re: Power rebalance

Posted: 28 Jan 2012, 23:54
by aubergine
<off-topic> @Per: Could "canReach()" check be added to oil barrel placement - sometimes they appear in non-accessible locations. </off-topic>

Re: Power rebalance

Posted: 29 Jan 2012, 02:59
by theArmourer
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.