Westwood suggestion for Wall
Posted: Sat Jun 17, 2017 8:20 pm
Well first I have to say that my opinion might be completely wrong or irrelevant and irrational. So this is just a reflection of my own experience with the WALL. Maybe I am wrong or maybe am right, it's not up to me to decide the fate of wall. So here is your topic....
Westwood in their Emperor Battle for Dune have slightly changed the way the wall should be built. This is happened after RA2 game and I think Westwood wanted an improvement for the "wall" system. I think it might be worth it to study the wall in this game. The main problem for wall in RA is when 5 segments suddenly dropped in and forcing enemy army to be stationary. Add the problem of path-finding which always goes horribly. No doubt that the wall is the strongest defence system, but players here feels like it's "unethical" to play with walls. I have seen host banning wall-builder players, players quitting their game when someone builds wall around, and hell, an ally attacking his friend for building wall (because making the fight unfair). I am personally amazed by the power of wall if used correctly. For a such cheap price and swift build time you could erase an entire army with using 3 artilleries with 15 segments of wall.
I had this game in the past, a 4 vs 4. So the enemy attacked with an army that without doubt could clean the 4 of us with little effort. So they cleaned my base and other ally. They reached the third player who had only some men and 3 artilleries. So he was just dropping walls. Honestly it halted this unstoppable army and it was nearly wiped out from earth. I don't know if this is fair or not.
Anyway, to cut this topic short, here what battle for dune offers. It allow the wall to be built segment by segment instead of five segments dropped suddenly. You determine the five segments in one "que" just like openra, but then it automatically build that for you but 1 segment a time. At least to it allows the attacker army some time to manoeuvre instead of forced stopping which is extremely deadly in Openra.
Here is a link, an example of wall building in Battle for dune.
Check minute 4:20 to 5:00
https://youtu.be/TLDH9hLqjDQ
Westwood in their Emperor Battle for Dune have slightly changed the way the wall should be built. This is happened after RA2 game and I think Westwood wanted an improvement for the "wall" system. I think it might be worth it to study the wall in this game. The main problem for wall in RA is when 5 segments suddenly dropped in and forcing enemy army to be stationary. Add the problem of path-finding which always goes horribly. No doubt that the wall is the strongest defence system, but players here feels like it's "unethical" to play with walls. I have seen host banning wall-builder players, players quitting their game when someone builds wall around, and hell, an ally attacking his friend for building wall (because making the fight unfair). I am personally amazed by the power of wall if used correctly. For a such cheap price and swift build time you could erase an entire army with using 3 artilleries with 15 segments of wall.
I had this game in the past, a 4 vs 4. So the enemy attacked with an army that without doubt could clean the 4 of us with little effort. So they cleaned my base and other ally. They reached the third player who had only some men and 3 artilleries. So he was just dropping walls. Honestly it halted this unstoppable army and it was nearly wiped out from earth. I don't know if this is fair or not.
Anyway, to cut this topic short, here what battle for dune offers. It allow the wall to be built segment by segment instead of five segments dropped suddenly. You determine the five segments in one "que" just like openra, but then it automatically build that for you but 1 segment a time. At least to it allows the attacker army some time to manoeuvre instead of forced stopping which is extremely deadly in Openra.
Here is a link, an example of wall building in Battle for dune.
Check minute 4:20 to 5:00
https://youtu.be/TLDH9hLqjDQ