Hey, After playing a game with AppleBoy the other day, I believe the attack power of explorers to still be too strong, and the power of towers far too weak. 50 explorers is still enough to wipe our a colony within minutes.
Combined with ground attacks, it makes it near impossible to survive. Can we try a 1/5 explorer attack power, and multiply the strength of tower->air attacks by 1.5x per level (if tower one gave 2 damage, it would give 3, if tower two gave 5 damage it would give 8, if tower three gave 9 damage, it would give 14). The other option (or perhaps as well as the above) would be to reduce the health of an explorer per hit, so they get 2-3 hits before having to fly home (and maybe die on the way). Because they fly over resources, they dont have as low a health as warriors do when they arive, so this approach would even things out a bit. Regards Kieran On Tue, Apr 1, 2008 at 8:40 AM, Bradley Arsenault <[EMAIL PROTECTED]> wrote: > I firmly believe, and most people will agree with me, that the ground > attack power of explorers needs to be reduced to balance the gameplay. > > High attack power/health ratio encourages a Red Alert style of gameplay, > build up a huge army and throw it at your enemy. > > Low attack power/health ratio encourages a more tactical style of > gameplay, like covering your warrior attacks with explorers, or taking out > lone enemy inn bases. > > Also, we should decide whether turrets are overpowered compared to > explorers. On one hand Globulation 2 makes it really easy to porce, meaning > making an impenetrable base, because there are no mobile ranged units. And > we also make a way to win via porcing to, prestige. Once a base is > impenetrable, the game is pretty much lost. > > On the other hand, explorer attacks are deadly, and the only way to > counter one is to fight with an equal number of explorers, there is no > defense bonus. Turrets are the defense bonus, and they are quite a good one. > > As of now, I have reduced the ground attack power of explorers to 2/5 of > its original value. If you want to test, make a version of FourSquares where > all four bases have a decent starting base, so that they would be very close > to getting level 3 buildings, like level 3 schools. Play nicowar vs reach to > infinity, and watch carefully how long it takes for its explorer attacks to > do real damage,
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