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 PostPosted: 20 Jan, 2011 
 
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Let's hope this game gets a better ladder ranking system that support 2v2 maybe?

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 PostPosted: 21 Jan, 2011 
 
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I dont need 2v2 per se, 1v1 will do fine for me. As long as the game is balanced and interesting enough to keep playing. No lame gamebreaking imba rushes, commander strategies or random drop items would go a long way.


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 PostPosted: 22 Jan, 2011 
 
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I bet the King will be OP with release. And random drop items could be cool, or capturing resource buildings, look at BfME2.

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 PostPosted: 24 Jan, 2011 
 
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Standard` wrote:
I bet the King will be OP with release. And random drop items could be cool, or capturing resource buildings, look at BfME2.


Random = imba. Any idea how many people will rage because their opponent got an unfair advantage? Even if its only a 5% boost to combat ability, that can make a difference. If its less, its useless. Random drops will piss off a lot of otherwise competitive players.


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 PostPosted: 24 Jan, 2011 
 
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Random drops work if the drops are duplicated precisely on opposite sides of a symmetrical map and don't stack. Personally I don't think drops should change a player's existing units but instead grant a small number of bonus units with a specialized role. Think about the golden lions relic in AoM. Above all no item should change the range of a unit as that alters unit roles or make a unit viable against something that would otherwise counter it.

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 PostPosted: 24 Jan, 2011 
 
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Well, random drops that your opponent also gets... hmm... I dont know... It could force pasrticular strategies because say, you both get +damage for swordsmen. This promotes heavy swordsman play. ***** up your BO if you didnt plan for it. No, I'd rahter have no such thing in ranked.


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 PostPosted: 26 Jan, 2011 
 
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It don't have to be buffs, but just resources.

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Last edited by Standard` on 26 Jan, 2011, edited 1 time in total.

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 PostPosted: 26 Jan, 2011 
 
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Standard` wrote:
I don't have to be buffs, but just resources.


How is randomly giving one player more resources a NOT-gamebreaking mechanic? GOD NO.


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 PostPosted: 26 Jan, 2011 
 
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Why not, if there are creeps on a map that give resources?

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 PostPosted: 27 Jan, 2011 
 

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Standard` wrote:
Why not, if there are creeps on a map that give resources?

Well, you have to work for those and invest some time/resources yourself to be able to kill said creeps.

Now, on the idea of random bonuses as a whole, I think it could be very interesting to have a designated part of the map, such as a circular summoning platform in the middle that randomly spawns a bundle of a rare resource (with a fair warning ahead of time, so players can react) every so often.

It's equally random for both players, except in the case where one player has far more map control than another. But even then, it doesn't really give any advantage that having fixed resource nodes at that spot wouldn't. Instead, this is just a spot you need to hold momentarily until one of your workers can grab the bundle, and then you can GTFO, rather than build a highly vulnerable resource gathering structure there.

I think it would spice up the metagame a bit. Imagine having multiple "summoning platforms" at strategic locations. The battlefield will constantly shift based on which platforms are currently "summoning" in resources. In fact, it could become its own gamemode if you severely limit the traditional resources available on that map.

A good analogy for Supcom players would be to say that at random times (eg, 5 min, 10 min, and 17 min) a destroyer wreck is spawned on, say, the raised hill in the upper left corner of Theta Passage with one-minute's warning. Or the land-bridge in the middle of Setons. Or... (I think you get my point).


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 PostPosted: 28 Jan, 2011 
 
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That could indeed bring more variation to the game.

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