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Re: [glob2-devel] Cheap trick :p


From: Joey
Subject: Re: [glob2-devel] Cheap trick :p
Date: Mon, 23 Jan 2006 23:08:27 -0300
User-agent: KMail/1.9.1

On Monday 23 January 2006 9:48 pm, Bradley Arsenault wrote:
> On 1/23/06, Matthew Marshall <address@hidden> wrote:
> > On Sunday 22 January 2006 23:58, Bradley Arsenault wrote:
> > [snip description of game]
> >
> > Hmm... You know, it would kindof be nice to have a replay function :D 
> > Perhaps at 5x the speed and zoomed out to see the entire map.  (Of
> > course, not until after 1.0...)
> >
> > > It should allow a variablility in strategy, yes, but really, cheap
> > > tricks are just annoying, especially when there is nothing you can do
> > > but launch a full blown attack to counter them,
> >
> > I think this is largely a matter of opinion. Anyway, _most_ maps don't
> > allow for something like this.  And, it's pretty simple to modify a map
> > to make the stone separator wider.
> >
> > > Another cheap trick is described in another thread, and imo that would
> > > be trully annoying, its an instant win.
> >
> > I can't imagine anyone doing this, (at least more than once for kicks.) 
> > If someone wants to play glob2, they will probably want a 'full' game. I
> > don't see it as much of a problem.
> >
> > > I'm just saying that towers should not be able to shoot over
> > > resources, IE it can only attack units that could attack it back
> > > without having to walk out of its firing range (except for other
> > > buildings like walls which would be destroyed). You can't clear away
> > > stone and gain access to his towers to blow them, you need to go all
> > > the way around, and into his base, which is bassically a full blown
> > > attack if you want to get all the way through.
> >
> > I think this would feel like an artificial restriction.  Towers protected
> > by resources is just a strategical position.
>
> But for stone in particular, unlike any other strategic position,
> theres nothing you can do about it, you can't clear the stone away
> like wood or bash through it like walls, its just there, the
> infalamous wall, hurting you.

And that was a bad thing?

You see, that isn't a gameplay issue... it's a map issue.




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