1 |
Random neonstorm:
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1 |
Random neonstorm:
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2 |
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2 |
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3 |
1) Nerf resurrect so it has minimal discount. You pay the remaining metal and energy to convert the wreck back into a unit, so there is no net metal discount (lots of BP discount though since you don't have to reclaim the wreck and it's already effectively 2/3 done).
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3 |
1) Nerf resurrect so it has minimal discount. You pay the remaining metal and energy to convert the wreck back into a unit, so there is no net metal discount (lots of BP discount though since you don't have to reclaim the wreck and it's already effectively 2/3 done).
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4 |
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4 |
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5 |
2) Let caretakers resurrect.
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5 |
2) Let caretakers resurrect.
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6 |
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6 |
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7 |
Then caretakers are your fast-comeback-mechanic. Energy and BP are in resources in shortest supply after a near-wipe, so that's what rez needs to conserve. Metal, on the other hand, is plentiful in the form of wrecks, so that's what resurrect would be least-efficient with.
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7 |
Then caretakers are your fast-comeback-mechanic. Energy and BP are in resources in shortest supply after a near-wipe, so that's what rez needs to conserve. Metal, on the other hand, is plentiful in the form of wrecks, so that's what resurrect would be least-efficient with.
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8 |
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8 |
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9 |
Resurrect
avoids
the
nanospoofing
problem
since
wrecks
don't
have
nanoframes.
The
downside
is
that
wrecks
go
straight
from
untargetable
to
fully-active,
so
it
might
be
necessary
to
hack
in
a
starting
stun
or
something.
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9 |
Resurrect
avoids
the
nanospoofing
problem
since
wrecks
don't
have
nanoframes.
Of
course,
the
obvious
downside
is
those
nasty
caretaker-farms
around
heavy
porc
putting
the
porc
back
up
as
fast
as
you
can
destroy
it.
That
is
exacerbated
by
the
fact
that
wrecks
go
straight
from
untargetable
to
fully-active,
so
it
might
be
necessary
to
hack
in
a
starting
stun
or
something,
so
that
resurrected
units
are
still
vulnerable/useless
for
a
bit
after
being
rez'd.
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