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Improving water intergration

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Date Editor Before After
1/7/2014 1:11:08 PMAUrankAdminGoogleFrog before revert after revert
Before After
1 [quote]Factories are dirt cheap. [\quote] 1 [quote]Factories are dirt cheap. [/quote]
2 [quote] 2 [quote]
3 Anyway we considered this, and it's closer to the state TA/BA had. However, to get a full unit lineup you'd need to build like every factory. If you had like a Torpedo-shooting Slasher, and an underwater Reaper, you'd have to switch factories in order to counter units correctly: Or even to make one of every factroy to play sea properly. If each factory has one unit, it must be either a total generalist, or only provide narrow support for pre-existing army ( Though to be fair, Hover and Amph already do this, being countered mostly by one or two domain-focused ships) . [\quote] 3 Anyway we considered this, and it's closer to the state TA/BA had. However, to get a full unit lineup you'd need to build like every factory. If you had like a Torpedo-shooting Slasher, and an underwater Reaper, you'd have to switch factories in order to counter units correctly: Or even to make one of every factroy to play sea properly. If each factory has one unit, it must be either a total generalist, or only provide narrow support for pre-existing army ( Though to be fair, Hover and Amph already do this, being countered mostly by one or two domain-focused ships) . [/quote]
4 \n
5 These are my views. I think factories are cheap enough that in a teamgame situation you can build one to help out. Or you could have used hovers or amph to start with if you thought your ally would require help.