Post Reply 
 
Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Economy, Supply Cap, Turtling, and Predictabiliy
11-20-2013, 12:41 PM (This post was last modified: 11-20-2013 12:43 PM by CombatEX.)
Post: #20
RE: Economy, Supply Cap, Turtling, and Predictabiliy
Well Outwitters 2 could be Outwitters+ but that's a discussion for another thread.

Addressing bbobb's point on balance, I don't think it's as simple as that. The economic change would be a huge buff to Veggienauts (already in current Outwitters Veggienauts thrive when they have high income). Of course, thorns could be made to cost 1 or 2 supply each which could counteract the increased economy and balance this (decrease thorn spam). Adorable hit and run on witspaces could be strong too, but again, proper map design would balance this. As for Feedback, they could potentially be quite strong with defensive Scramblers. If you're Feedback you could invest in high econ which baits your opponent to attack your wit space. If they do, you've led them into your scrambler trap.

All this is just speculation though and extensive balancing would definitely be needed. However, the point is that it's not so obvious who would benefit more from this change. There are all kinds of factors we probably don't realize which will only manifest themselves after actual testing. More importantly, whether we have new teams or old teams, we can always balance them around these new mechanics.

[Image: supertitanreplay.png]
Find all posts by this user
Quote this message in a reply
Post Reply 


Messages In This Thread
RE: Economy, Supply Cap, Turtling, and Predictabiliy - CombatEX - 11-20-2013 12:41 PM

Forum Jump:


User(s) browsing this thread:
1 Guest(s)

Return to TopReturn to Content