Yes it could create new issues and would be a hassle to implement.
But your own answer can't really work, if no one uses it, or wants to use it, and it fundamentally changes the nature of team games in a way that people would complain about.
Yes you have a simple solution. But unless there is a change of culture in the community it can't work.
There is also the issue of single MCV base pushing which maybe some people think can be defended and isn't a problem. Personally I think troop rushing and immediately moving your MCV to push into the enemy ore field or infrastructure is a questionable tactic.
Variable time restriction on building off an MCV
I wish "Build off allies con'yards" was default option. I would never play a team game with it enabled. It is super broken and unbalanced mechanic by it's nature. I can't think of easier way to cheese a free win other than one guy going base pushing before even dropping first power plant.
I voted "stupid idea" because it feels like unelegant bandaid type of fix that could create more problems than it would solve.
Base pushing mechanics are hard thing to solve. Omnom had a good thread adressing complexity of base pushing.
I voted "stupid idea" because it feels like unelegant bandaid type of fix that could create more problems than it would solve.
Base pushing mechanics are hard thing to solve. Omnom had a good thread adressing complexity of base pushing.
The supreme art of war is to subdue the enemy without fighting.
-Sun Tzu
-Sun Tzu
Yeah that is a "cheese" way to win I agree. But there are also things like troop rushing (especially against a new-ish player -- look for the weak link in the team) or 5 flame troops in an APC which might be thought to be cheap wins also.
And "build off ally construction yards" can help you defend against that kind of attack...
And "build off ally construction yards" can help you defend against that kind of attack...
...which are easily countered if you do it right, very high-risk tactics and set opponent to a huge disadvantage if repelled completely. That's why they're just as usable tactics as any other.zinc wrote: ↑ But there are also things like troop rushing (especially against a new-ish player -- look for the weak link in the team) or 5 flame troops in an APC which might be thought to be cheap wins also.
6 zergling rush is also a cheap win, but noone tries to fix that. Or you can just "no rush 30 min", which is not a competitive thing at all.
I wouldn't say it's easily countered if a couple of players team up to troop rush at one player at the start of the game. I mean it depends on whether you are half expecting it and invest in defence, but it could easily pay off if your team mates aren't able to stick down a couple of pill box or flame turrets.