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 Scale the cannon

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Phoscur
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Join date : 2011-09-13

PostSubject: Scale the cannon   Fri Jan 20, 2012 6:00 pm

I've seen that idea of the ability to build additional cannons, but I don't like it. It's so much like Nexus Wars.
How about autoupgrading the cannon dmg and armor tech, only slightly add power to each cannon each round the first player spawns. Maybe also weaken it for the beginning, so players going for income straight away (this is indeed a bad habit) get even more punished. And you are actually able to kill the cannon earlier.
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Angelus
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PostSubject: Re: Scale the cannon   Fri Jan 20, 2012 11:59 pm

if you do that you'll need to notify the players at the loading screen. Also, balancing this might be difficult.
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Fumbel
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PostSubject: Re: Scale the cannon   Sun Jan 22, 2012 8:33 am

Phoscur wrote:
Maybe also weaken it for the beginning, so players going for income straight away (this is indeed a bad habit) get even more punished. And you are actually able to kill the cannon earlier.

+1 from me.

I hate those going for t3 right away.

Should be tier 1 for a few mins, then t2 and so on.

Instead of t3 after 10 mins of waiting.
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zuPloed
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PostSubject: Re: Scale the cannon   Sat Jan 28, 2012 9:05 am

how about nerfing shield regeneration?
thatwould make the fight for the cannon more fragile in general,
and would also be a nerf in the starting phase,
maybe add this with scaling max hp and shieldsover time?

just my 2 cent
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zuPloed
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PostSubject: Re: Scale the cannon   Mon Jan 30, 2012 3:11 am

sry for double posting.

an idea i just had:
make middle income bonus scale over time which it is hold,
(also reset those boni ofc if middle is lost again)

example (this values can very well be different too):
0 -0.5 minutes 10%
0.5-1.5 minutes 15% (so far its not much diffrent from current system)
1.5 -3 minutes 20%
every further 2 minutes +5%

what will this accomplish?
-if frequent changes of middle control occur (balanced round),
->it wont change gameplay by a lot
-if theres a 1 sided match,
->it will be over way faster

in my opinion this would suit the map:

-the effectivness of gasses is reduced by that,
and middle is way more of an economic advantage

->that would make geysirs be what they should be:
if u have a cheaper army then the enemy team, that beat theirs,
u get a bonus as u can build a gas, without loss of middle,
and have more money in the long run

->therefor game is much more of an intense battle for midcontrol
(and by that i want exclusively mention, that mass raven, bc- or carrier-rushes,
which occur quite often are just the opposite of this)

-the possibility of a comeback is largely reduced
(or lets say the definition of comeback changes)

-> i dont coonsider a comeback smth epic or heroic,
it usually bases on high tech units (especially broodlords and carriers),
which the enemy fails to counter

pls feel free to discuss this idea.
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