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Pala rush with new prohibition on pala rush

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Date Editor Before After
1/24/2023 9:15:48 AMGBrankfiendicus_prime before revert after revert
Before After
1 As @ddaboqepp indicated, with enough players pala rush is always viable. If one wanted to stop it, you'd need a different economic model. 1 As @ddaboqepp indicated, with enough players pala rush is always viable. If one wanted to stop it, you'd need a different economic model.
2 \n 2 \n
3 I had an idea that *total team* innate income could be related to map size. I think this would have some "good" effects in terms of limiting strider rush viability to sufficiently ( possibly extremely) large maps, encouraging raidable expansion and for dense games to play on larger maps. However there would be considerable negative effects such as a drastic change in income for 1v1 on larger maps, which would completely change how the game played. 3 I had an idea that *total team* innate income could be related to map size. I think this would have some "good" effects in terms of limiting strider rush viability to sufficiently ( possibly extremely) large maps, encouraging raidable expansion and for dense games to play on larger maps. However there would be considerable negative effects such as making beloved dense lobster games a commander fest, and a drastic change in income for 1v1 on larger maps, which would completely change how the game played.
4 \n 4 \n
5 In theory we could also make the free factory have no nutritional value. I don't think there's much point while every player still gets a much larger M gift though. 5 In theory we could also make the free factory have no nutritional value. I don't think there's much point while every player still gets a much larger M gift though.