That is actually the perfect example.OMnom wrote: ↑This post is a perfect example of how NOT to approach balance changes.AoAGeneral1 wrote: ↑Other problems are game by game basis. IE: MAD tanks, MIGS, etc. Support units like these is what makes RA. They just aren't used due to their issues.Doomsday wrote: ↑AoAGeneral1 wrote: ↑You can fix the base pushing. Its actually easy. Problem is its become the base gameplay of RA.OMnom wrote: ↑The first, and less important one is, "What are you going to do about the other problems?" The second, and much more pertinent one is, "Are you creating any new problems?"
"Are you creating any new problems?" No.
IE: Build duration increase -- Never tested.
Shocktrooper damage scale vs infantry changed -- never tested.
Economic value changes on ore trucks to prevent floating/broke scalings -- never tested.
A small list here are things that aren't tested. The build duration on defenses is something im confident would work.
Following to that would be some changes on the MCV. Currently since they build like candy pulls from the RA direction that MCVs are the prize to kill. Rather, holding defenses or basecrawling.
Generally I am not against basecrawling all together as this even happens in TD from time to time. Its merely stomping armies much to easily which is a problem in any RTS category. (Cough cough Grey Goo cough)
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A gradual radius increase would cause problems. IE: moving your MCV in your own base to prevent arty shells or the undeploy/deploy trick to erase it from the fog. By then you have to wait for its radius to pop up to its normal size before you can place anything near the attackers. Would effectively cause issues for inbase defenses.
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Multiple MCVs with higher value. Not much I can say on this but a problem I can think of would be that it inadvertently punishes players going for expansions. (More so on larger maps with naval) which is something that wouldn't be wanted.
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In SCBW you scouted with your starting SCV/Drone/Probe at the start of the game. Depending on how quick you find such player you then herass worker lines or block vespene geysers to slow the opponent down. All of this requires a higher APM calibur which in the CNC/RA series was not ment for a high APM play due to their movements. RTS genres coming out are making attempts to move away from these but are failing in doing so because they turn them into MOBA compilations. Grey Goo made a good attempt but it failed in a few aspects (Funnily enough one of them being base crawling lol)