Post edit history
How to fix blastwings and some other ops
Before | After | ||
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1 | Give your commander a guard order on the enemy factory then go make yourself a cup of coffee and come back 5 minutes later to see if you have won or lost and tell me whether you are still 'playing Zero-K'. | 1 | Give your commander a guard order on the enemy factory then go make yourself a cup of coffee and come back 5 minutes later to see if you have won or lost and tell me whether you are still 'playing Zero-K'. |
2 | \n | 2 | \n |
3 | This is why we added facplop. It's probably | 3 | This is why we added facplop. Coopfac is probably still even viable. It's just hard to get people to cooperate in teamgames. |
4 | \n | 4 | \n |
5 | But yeah, no, as the guy who came up with 'flat balance', we won't be doing this. There are a few things, like Nukes, Missiles, and Striders and E-requiring structures which are behind a 'blockade' of some sort and if we did add that kind of thing it would be by putting it in something like the Strider Hub (BTW: This is not the primary purpose of most of these mechanics anyway). | 5 | But yeah, no, as the guy who came up with 'flat balance', we won't be doing this. There are a few things, like Nukes, Missiles, and Striders and E-requiring structures which are behind a 'blockade' of some sort and if we did add that kind of thing it would be by putting it in something like the Strider Hub (BTW: This is not the primary purpose of most of these mechanics anyway). |
6 | \n | 6 | \n |
7 | Which should give you an impression of what I think about this as a solution for the blastwing. | 7 | Which should give you an impression of what I think about this as a solution for the blastwing. |