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btanks balanced after about 1 hour? FUCK NO
#5
I played a 2 hour long game, where we we're on the losing side and we had fed a lot, and the enemy had few deaths, much kills. We barely turned the tide of the battle, and incredible enough, we won even if we lost all the factories + the art fab! only the 2 laser towers and the HQ did stand (We got help from our 3300 factories). We got SOOO much gold from killing them (I think one of them was worth 3k at top), that be became much stronger, even though the scoreboard showed us that their team had more kills overall in the end. This makes little sense. The bounty formula make it worth beeing feeder in long games if they can get some kills and get major bounty income. This wasn't possible in 8.15.

I remember the 8.15 version, where average BT game didn't take to long, but the the 8.2x versions came and changes made the average BT game longer.


These changes extended the time of winning an average BT game:

Bounty system that makes it harder to feed on feeders, killers that dies little is worth more gold
Troop Spawners like factory extends gameplay, more creeps to dug through, player creeps got as strong as force creeps.
Double upgrade extends gameplay, the force gets twice as fast stronger, cheaper upgrades.



I think the bounty system should have some sort of cap. If a player has 50 : 10, it would give a triple bounty. (I think I was using the right formula) Perhaps the cap should be twice the tank value and feeders should not give less than 50%. I only played a couple of games that has been very long, and I noticed this turning point thing, which does often turn the battle totally and makes the best team lose. In 1 case I won cuz of this, and this isn't really fair.
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Re: btanks balanced after about 1 hour? FUCK NO - by TKF - 2007-09-21, 22:42:47

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