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Base Healing
Prior to the base design change, one could heal in the lower level of his base. Against the wall, under the factory. This is not possible any more? It should be...
Heavy Tank vs Gold Hull
It simply makes no sense to buy a gold hull in a small tank (unless you want to keep it's abilities). Heavy costs almost the same, but gives a bonus of powerful abilities in addition to HP. For example, to go from light to heavy, you only really need $5,100. Sell light for $400 (buy tinker) and you have your heavy.
Medium vs Heavy mines
Again, the heavy mines are only $2500 more. If you are mining, by the time you save 5k, it's well worth waiting the extra 2500 (easier at this point to make 2500 than it was at the start) for more powerful mines. The 5k mines are left over as an after-option, if you want to lay more mines.
That's all i can think of for now...
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Base Healing:
Do you think it's really necessary? Before the change ground units had to take the long way into the base to heal if this weren't possible, but now there is the entrance in the middle they can use, so they won't lose that much time ...
But I was thinking of moving the factories around a bit, anyway. I'll see what I can do about it.
Heavy Tank vs Gold Hull
Heh, this is funny, because some time ago someone suggested an even stronger hull than the gold one. It's true that the Heavy Tank is superior, but the Gold Hull may come in handy if you want to keep your Air Ship or Sky Tank longer in the game. Since the air tanks have low HP, they would be forced to switch the tank later in the game, but with the Gold Hull they can keep them longer ... if they want.
Medium vs Heavy mines
So ... you want the medium mines to be removed? Being able to lay more mines isn't that bad. Well, I don't know what to say about this issue, just that I think the mines are fine the way they are (of course, without the issue from the last versions).
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I must say i agree with exodus on all these,...
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i also agree, except of base healing. i think its very hard these versions to defend the base, so i think the defenders could get a small buff, however this would be.
hulls are great, there are some tanks which people may want to keep later in the game, the light tank is one of the few tanks where people dont.
the possibility to gain 6000 hp per inv. slot is great.
mines are ok
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Base Healing:
Before I did find the base healing near the wall a bit cheaty. Now with the new base design I find it perfect.
Heavy Tank vs Gold Hull
Always heavy tank. Tanks give much more for the money than items. Anyway it's more tempting to buy iron hull, gold hull is just stupid, since your abilities is weaker than the heavy tanks abilities.
Medium vs Heavy mines
Mines are perfectly balanced, except the more cheaper mines, the harder is it to clean them up with mine defuse. Only having Huge mines could be at disadvantage against mine defuse. I like the mines as it is.
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Yeah i'm not sure how to solve these things myself. Just thought i'd throw the ideas in the air and see what people say...
With the mines... it just doesn't seem right that getting the bigger mines first makes more sense. It's an increase of 2500 each time... but 2500 isn't really that much at the end of the game... What i mean is perhaps make them proportional to the amount of gold one's expected to have. eg 2500 mine, 5000 mine, 10,000 mine.
Reminds me of the hull it's 1250, 2500, 5000 (double each time,). Why do mines simply increase by a set amount whereas the hulls double each time?
This is why i always get the $7,500 mine before the $5,000.