chertosha
7 years agoSeasoned Newcomer
Idea for developers on forgotten bases defense generation
Right now the forgotten bases and their defense unit setups are generated from the beginning of the world, so they are always different types, some easy, some hard. When a group digs forward, the people with the highest offense (and a keen eye) will spot all the easy bases and kill them, and leave the grinders to those who are already disadvantaged.
Here is my idea for developers on a way to correct that.
What if the defense setup was not randomly generated at the beginning of the world, but generated on the fly when somebody first sees the base. Make the unit composition of the defense layouts depend on the offense of the base that first discovers the forgotten base. Make it harder for that specific setup of attacking units to kill. If the discoverer has lots of offensive air units, create more anti-air defenses. If you see a vehicle-heavy offense, create more anti-vehicle defenses.
This would add some balance to the nod-gdi, reduce the leader digging advantage, and add a lot of fun and excitement to the game.
Here is my idea for developers on a way to correct that.
What if the defense setup was not randomly generated at the beginning of the world, but generated on the fly when somebody first sees the base. Make the unit composition of the defense layouts depend on the offense of the base that first discovers the forgotten base. Make it harder for that specific setup of attacking units to kill. If the discoverer has lots of offensive air units, create more anti-air defenses. If you see a vehicle-heavy offense, create more anti-vehicle defenses.
This would add some balance to the nod-gdi, reduce the leader digging advantage, and add a lot of fun and excitement to the game.