What if reclaiming [not trees ( ͡° ͜ʖ ͡°)] cost energy?

Moderator: keyser

What if reclaiming [not trees ( ͡° ͜ʖ ͡°)] cost energy?

Postby mirroredwang » 05 Mar 2016, 22:36

to balance maps that have too much reclaim
mirroredwang
Avatar-of-War
 
Posts: 119
Joined: 22 Aug 2015, 22:56
Has liked: 9 times
Been liked: 8 times
FAF User Name: Topkack

Re: What if reclaiming [not trees ( ͡° ͜ʖ ͡°)] cost energy?

Postby Morax » 07 Mar 2016, 18:04

No

Solution is to make maps that don't have an excessive amount of reclaim. I think some tactical locations of reclaim should remain but the core game play is severely hurt by launching into quick t2 and t3 on maps like Tabula.

The new wonders with less reclaim make use of t1 spam armies and you can't just simply sit back and eco. You actually need to fight for territory to advance to t2/t3 tactical units.
Maps and Modifications Councilor

M&M Discord Channel

Come join us and help create content with the artists of FAF.
User avatar
Morax
Councillor - Maps and Mods
 
Posts: 2865
Joined: 25 Jul 2014, 18:00
Has liked: 1167 times
Been liked: 662 times
FAF User Name: Morax

Re: What if reclaiming [not trees ( ͡° ͜ʖ ͡°)] cost energy?

Postby buletproof_bob » 07 Mar 2016, 19:59

I think it wont be a bad idea. Even if its a very small amount of power, just to make sense. Everything costs power.
buletproof_bob
Avatar-of-War
 
Posts: 101
Joined: 12 Apr 2013, 09:57
Has liked: 0 time
Been liked: 2 times
FAF User Name: buletproof_bob


Return to FAF Suggestions

Who is online

Users browsing this forum: No registered users and 1 guest