1 |
A
better
way
of
making
units
less
rushable
and
more
mid-late-game
than
increasing
their
one-time
cost
is
to
add
a
steady
cost,
similar
to
that
of
cloaking
units
and
Anni/DDM's
grid
requirement.
|
1 |
The
only
reason
why
Krow
is
very
powerful
early
on
is
the
lack
of
additional
requirements
that
have
to
be
met.
Most
expensive
units
need
assistance,
either
in
the
form
of
units
(
scouts,
aa,
riots)
or
in
the
form
of
buildings
(
radars,
energy
sources,
grids)
.
Need
for
unit
support
would
make
Krow
unable
to
fulfill
its
expensive-high-mobility
role,
so
that's
a
no
go.
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2 |
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3 |
Now, a better way of making units less rushable and more mid-late-game than increasing their one-time cost is to add a steady cost, similar to that of cloaking units and Anni/DDM's grid requirement.
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2 |
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4 |
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|
3 |
Here's some Neonstorming:
|
5 |
Here's some Neonstorming:
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4 |
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6 |
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|
5 |
* A stockpiling dgun with a maximum stock of 1.
|
7 |
* A stockpiling dgun with a maximum stock of 1.
|
6 |
* Decreased HP:cost ratio so repairing drains more energy - energy is more expensive in early games.
|
8 |
* Decreased HP:cost ratio so repairing drains more energy - energy is more expensive in early games.
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7 |
* Energy cost to fly. Very very experimental.
|
9 |
* Energy cost to fly. Very very experimental.
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8 |
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10 |
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9 |
I think cloning other games/tv and adding downward lasers would be boring.
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11 |
I think cloning other games/tv and adding downward lasers would be boring.
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