coolbeer
01-18-2012, 01:23 AM
Hi. I must tell this. I hate my last games. And there is a reason why, and in the end i suggest a very interesting idea that may balance things quite a lot, and must be easy to implement.
Well, what i can say, i promise, this is not a note for my ego, but i just owned the game. Anyhow, i explained my strategy, hoping many players will improve theirs.
Now many times i'm loosing, but in a way i totally dislike. My last game was quite frustrating. Why? It was a FFa, and my 2 neighbours were, for sure, friends, who ganged me all the time coordinating strikes. I mean, every time they attacked me, were they togheter. They do not allow me to kill creeps, and that creeped me out :D And anyhow, i was better than them, but when i attack one, the other came fast for my generator. I kill one of theirs before they could kill one of mine. Once i lost my mana, my muurloons, and i got bounty 2 when they only 1,... i had to resign.
Here is the point: When 2 players gang from early 1 player, ok, you can tell they are noobs, that's for sure. If i were not behind them, i will kill them for the time they killd 2nd player, because that strategy really hurts your initial eco, if the defending player is decent, like me. But anyhow, the strategy works quite well, cause the attacked got twice kills than deads, so at some point his bounty gets high enough to make it worthy.
So the solution can come in 2 ways, both interesting to implement:
-cooldown timer:
In coolddonwn timer, the initial, lets say, 3 minutes, every kill you do and every dead you get counts both for upgrading your bounty. The more aggressive you get the initial minutes, the worst for you. I was thinking in something like that, an initial cooldowntimer that penalties attacking. Dont know if there can be a better idea.
-Defender kills:
Kills done under the influence of your bunker does not count for upgrading your bounty, but deads count for lowering.
Well, what i can say, i promise, this is not a note for my ego, but i just owned the game. Anyhow, i explained my strategy, hoping many players will improve theirs.
Now many times i'm loosing, but in a way i totally dislike. My last game was quite frustrating. Why? It was a FFa, and my 2 neighbours were, for sure, friends, who ganged me all the time coordinating strikes. I mean, every time they attacked me, were they togheter. They do not allow me to kill creeps, and that creeped me out :D And anyhow, i was better than them, but when i attack one, the other came fast for my generator. I kill one of theirs before they could kill one of mine. Once i lost my mana, my muurloons, and i got bounty 2 when they only 1,... i had to resign.
Here is the point: When 2 players gang from early 1 player, ok, you can tell they are noobs, that's for sure. If i were not behind them, i will kill them for the time they killd 2nd player, because that strategy really hurts your initial eco, if the defending player is decent, like me. But anyhow, the strategy works quite well, cause the attacked got twice kills than deads, so at some point his bounty gets high enough to make it worthy.
So the solution can come in 2 ways, both interesting to implement:
-cooldown timer:
In coolddonwn timer, the initial, lets say, 3 minutes, every kill you do and every dead you get counts both for upgrading your bounty. The more aggressive you get the initial minutes, the worst for you. I was thinking in something like that, an initial cooldowntimer that penalties attacking. Dont know if there can be a better idea.
-Defender kills:
Kills done under the influence of your bunker does not count for upgrading your bounty, but deads count for lowering.