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Economy, Supply Cap, Turtling, and Predictabiliy
11-16-2013, 06:37 AM (This post was last modified: 11-16-2013 06:41 AM by GreatGonzales.)
Post: #10
RE: Economy, Supply Cap, Turtling, and Predictabiliy
It seems to me that turtling is no longer much of a problem in Outwitters thanks to the +1 wit for kill change. But, maybe that's only the case at high level play?

I will offer this, from a new game I am playing, Battle Worlds: Kronos. It handles the turtle problem in an interesting way - units deal more damage if they are full health, than if they are at half health, and even less at 25% health, etc. This encourages an offensive style of play. However, I don't think this would work for Outwitters considering that the hp and damage totals are such small numbers.

Generally speaking Combat - I like the sound of all your ideas! Upgrading wit spaces is quite interesting. However, have to be balanced properly...and we would need to rethink maps having too many wit spaces.

It'll be GG when you're up against GG of GG.
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RE: Economy, Supply Cap, Turtling, and Predictabiliy - GreatGonzales - 11-16-2013 06:37 AM

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