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B588947 5 on RealSoutheastAsia (Multiplayer)

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Date Editor Before After
7/30/2018 3:19:00 PMUSrankHun_Tzu before revert after revert
7/30/2018 3:16:33 PMUSrankHun_Tzu before revert after revert
7/30/2018 12:39:17 PMUSrankHun_Tzu before revert after revert
7/30/2018 12:20:59 PMUSrankHun_Tzu before revert after revert
7/30/2018 12:20:11 PMUSrankHun_Tzu before revert after revert
Before After
1 I love these comments here although I haven't played on the map yet. 1 I love these comments here although I haven't played on the map yet.
2 \n 2 \n
3 But one thing I want to ask is, do people actually enjoy having different values for mexes on the same map? 3 But one thing I want to ask is, do people actually enjoy having different values for mexes on the same map?
4 \n 4 \n
5 [q]Adjust the values of metal spots[/q] 5 [q]Adjust the values of metal spots[/q]
6 \n 6 \n
7 Maybe this is an exceptional situation where it warrants that change, and maybe there's something I'm missing that someone else can fill me in on. But whenever I see that, it bothers me, because it makes metal so much less intuitive, and I have to be finding and analyzing the numbers instead of focusing on strategy. Also, despite that fact that I think I saw a GoogleFrog video on overdrive with a table that shows there's actually a difference between 4 metal on one mex vs split between two, isn't that the only difference for the most part? 7 Maybe this is an exceptional situation where it warrants that change, and maybe there's something I'm missing that someone else can fill me in on. But whenever I see that, it bothers me, because it makes metal so much less intuitive, and I have to be finding and analyzing the numbers instead of focusing on strategy. Also, despite that fact that I think I saw a GoogleFrog video on overdrive with a table that shows there's actually a difference between 4 metal on one mex vs split between two, isn't that the only difference for the most part?
8 \n 8 \n
9 If I needed to add more metal to an area of a map, I think I would without a doubt rather just add more mexes. But maybe there's a rationale I'm missing. 9 If I needed to add more metal to an area of a map, I think I would without a doubt rather just add more mexes. But maybe there's a rationale I'm missing.
10 \n 10 \n
11 P. S. If we're trying to make a ( semi-) realistic map but add balance to it, and you only wanted land mexes to represent cities and not fictitious future resource deposits, then I could totally see balancing areas with sea mexes, possible representing fictitious offshore resources. I actually like the concept of asymmetric semi-balanced maps that encourage asymmetric fac choices. Like the amph/hover aussies vs. the sea/gunship kiwis. ( also, something many are unaware of is that almost any asymmetric game can be instantly balanced by a bidding system [example: Axis and Allies], which can be done manually or coded into the game) 11 P. S. If we're trying to make a ( semi-) realistic map but add balance to it, and you only wanted land mexes to represent cities and not fictitious future resource deposits, then I could totally see balancing areas with sea mexes, possibly representing fictitious offshore resources. I actually like the concept of asymmetric semi-balanced maps that encourage asymmetric fac choices. Like the amph/hover aussies vs. the sea/gunship kiwis. ( also, something many are unaware of is that almost any asymmetric game can be instantly balanced by a bidding system [example: Axis and Allies], which can be done manually or coded into the game)