1 |
For the record, Rise of Nations' units were indeed very strongly typed and type countered. If you follow all the "strong against" text you get a few connected cycles, with the main one being 4 units long. I don't know why BHG went with that system, because a strongly type countered system would encourage people to differentiate anyway, otherwise monospam is trivially countered. My guess was to make it much more obvious that monospam isn't a good idea.
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1 |
For the record, Rise of Nations' units were indeed very strongly typed and type countered. If you follow all the "strong against" text you get a few connected cycles, with the main one being 4 units long. I don't know why BHG went with that system, because a strongly type countered system would encourage people to differentiate anyway, otherwise monospam is trivially countered. My guess was to make it much more obvious that monospam isn't a good idea.
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3 |
As
for
an
upkeep
idea,
WC3
reduced
your
gold
income
at
thresholds
(
+10
<
40/50
units,
+7
<
70/80
units,
+4
otherwise,
second
unit
value
is
for
the
expansion)
,
which
is
basically
the
only
way
you
can
without
streaming
economy.
Since
ZK
uses
a
streaming
economy,
the
better
question
is
really
"should
ZK
go
back
to
a
TA-style,
though
possibly
simplified
to
be
constant
rather
than
when
moving
or
shooting,
energy
upkeep
per
unit?"
|
3 |
As
for
an
upkeep
idea,
WC3
reduced
your
gold
income
at
thresholds
(
+10
<
40/50
units,
+7
<
70/80
units,
+4
otherwise,
second
unit
value
is
for
the
expansion)
,
which
is
basically
the
only
way
you
can
without
streaming
economy.
Since
ZK
uses
a
streaming
economy,
the
better
question
is
really
"should
ZK
go
back
to
a
TA-style,
though
possibly
simplified
to
be
constant
rather
than
when
moving
or
shooting,
energy
(
and/or
metal)
upkeep
expenditure
per
unit?"
|