@Mavster07 I am unsure what design you are referring to. But I don't agree with that either. Just make the harvestor free to build upon death without the reward. The time it will take to get back to the ore field will result in the opponent yielding an extra 50+ Tiberium over the player who lost the harvestor instead of the 150+.
Developers,
If you believe this mechanic has a positive effect on gameplay, I must say you do not understand what incentive's you are creating here. 4/5 of my games opponents completely disregard the missile pads AND ME until they kill a harvester. If you make harvesters faster, then this mechanic is more manageable. But people straight up sacrifice attack bikes just to get the 1 single volley off. Despite my harvestor being almost 100% on the next tile over, it does not matter = He is rewarded the volley before my 2 laser rocket troopers can do enough damage to kill him.
And the fact he used 2-4 attack bikes is irrelevant. He is rewarded for his poor play and I am punished for successfully defending my harvester 3/4 times.
Please reread the last sentence again as I cannot state the results of this mechanic any more clearly.
This mechanic either needs a tweak, or to be removed. Here are some potential suggestions:
- Harvesters heal faster over time. That way the defender is rewarded for successfully defending them.
- Harvesters move faster to actually escape the initial lock on of volleys because currently on most maps they cannot.
- Remove the 100 tiberium reward.
- If you keep the reward, harvesters should never be free to rebuild (you still make the game all about harvesters instead of missile pads.)
Does it not seem a bit off that the best chance to win is harvesters instead of the missile pads? Missile pads are irrelevant map wise. It is all about attack paths of the harvesters that dictate game play and unit decision.
If you want to argue that I need better positioning before hand, I understand. But realize when you are defending a pathway to your harvester and a well placed jade missile comes, your units don't move fast enough. At most you can save 1 or 2 units before it hits. And then he just rolls in and gets the 1-2 volleys he needs to down the harvester.
This is the game's biggest fault game play wise. Because of this mechanic, strategy goes out the window. It is not an RTS in it's current state. I do hope the dev's will play this game enough to realize this.
I have uninstalled the game as I wrote this, but should the devs remove this mechanic I will come back running. But until then this game is nothing more than at C&C Harvester Hunting Simulator.
Best of luck to all the devs and everyone else involved in this project. Thank you for letting me partake in the closed Alpha. Also thank you to all the players on the forums I got to banter with. Peace & love to you all.
- JPie_