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Reclaiming commanders option

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Date Editor Before After
4/13/2013 5:44:39 PMAUrankAdminSaktoth before revert after revert
Before After
1 Mmm this is the first thing Google and I discussed. 1 Mmm this is the first thing Google and I discussed. We figured all this out already.
2 \n 2 \n
3 An income structure needs to have all the defensive abilities of a comm to prevent early rushes destroying a player, it needs to have the same mobility as a comm or your start position gains arbitrary importance so... it needs to be a comm. 3 An income structure needs to have all the defensive abilities of a comm to prevent early rushes destroying a player, it needs to have the same mobility as a comm or your start position gains arbitrary importance so... it needs to be a comm.
4 \n 4 \n
5 Innate player income removes the 'soft comm ends' of losing your comm. Risking your comm in a rush or such early on is meant to be a gamble beyond losing their offensive power. Walking them straight into the enemy base becomes way more attractive. 5 Innate player income removes the 'soft comm ends' of losing your comm. Risking your comm in a rush or such early on is meant to be a gamble beyond losing their offensive power. Walking them straight into the enemy base becomes way more attractive.
6 \n 6 \n
7 Frankly this was not even a problematic issue for us. With multiple comms, only the first need make resources. With 1 comm per player it's not even an issue, as long as we solve the capture/res/share thing to ensure the max number of comms never exceeds the starting number of players. 7 Frankly this was not even a problematic issue for us. With multiple comms, only the first need make resources. With 1 comm per player it's not even an issue, as long as we solve the capture/res/share thing to ensure the max number of comms never exceeds the starting number of players.