Including Belters
It discourages people from buying tech to use to end the game for fear it may be stolen and used against them,
and allows a losing team to steal superior tech in order to turtle for an hour.
example:
Dreg exp vs IC tac
Dreg gets mini3 hvy ints in order to int bomb the dreg tac (as they should)
IC steals mini3, pops out an exp and instantly gets mini3 hvy ints and then the game lasts another hour
There's not really an issue with be able to pick up and load a tech that you've found,
but being able to give it to your whole team is excessive and generally bad for gameplay.
(I'm not against the idea of disabling reverse engineering of all tech in every tier - except for TII tech for belters, but I figure this a good starting point)
Disable Reverse Engineering
At this point I don't think it's necessary for what I hope to accomplish, however
If the proposed money settings changes go through, it is probable that not EVERY game will be adv tech vs tech tech like they pretty much are now
in which case, people might be stuck sometimes trying to end games with MKII tech (which is not a bad thing)
and if that does turn it to be the case, reverse engineering should be disabled altogether
If the proposed money settings changes go through, it is probable that not EVERY game will be adv tech vs tech tech like they pretty much are now
in which case, people might be stuck sometimes trying to end games with MKII tech (which is not a bad thing)
and if that does turn it to be the case, reverse engineering should be disabled altogether
Last edited by Mastametz on Sun Feb 26, 2012 4:57 am, edited 1 time in total.
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phungus420
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I'm inclined to support this.
Though the way it works now, there's a sort of "mutually assured destruction" which keeps two exp teams from being the first to research mini3. Now the situation is that one team can buy mini3 without fear of it being stolen, the other team might likely buy it too just to keep up. Ergo, each team makes choices which are in their individual best interest, but results in a worse game for both.
That sounds more like an argument to nerf mini3, more than anything. But better yet, bring back nan3. :-)
Though the way it works now, there's a sort of "mutually assured destruction" which keeps two exp teams from being the first to research mini3. Now the situation is that one team can buy mini3 without fear of it being stolen, the other team might likely buy it too just to keep up. Ergo, each team makes choices which are in their individual best interest, but results in a worse game for both.
That sounds more like an argument to nerf mini3, more than anything. But better yet, bring back nan3. :-)
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NightRychune
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Spunkmeyer
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True, stealable tech stifles research, leading to dull gameplay.
But it also encourages teams to build the same base the enemy does when they don't have money, or a base type the enemy doesn't have when they do have money. Both lead to multi-tech games. Therefore removing it will lead to more single-tech games, which leads to....yes, dull gameplay.
That it gives the team that is behind a chance to get tech without full cost is not necessarily a con. It could lead to a turtle fest, but it could also lead to much closer games. There is already a solution to turtling and that's a time limit.
I don't see a clear-cut advantage either way. The best answer is to implement this as a game setting.
But it also encourages teams to build the same base the enemy does when they don't have money, or a base type the enemy doesn't have when they do have money. Both lead to multi-tech games. Therefore removing it will lead to more single-tech games, which leads to....yes, dull gameplay.
That it gives the team that is behind a chance to get tech without full cost is not necessarily a con. It could lead to a turtle fest, but it could also lead to much closer games. There is already a solution to turtling and that's a time limit.
I don't see a clear-cut advantage either way. The best answer is to implement this as a game setting.
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I don't think single tech gameplay will make dull gameplay, infact I think this change will force the games to end sooner and get a new one going.Spunkmeyer wrote:QUOTE (Spunkmeyer @ Feb 26 2012, 07:54 PM) But it also encourages teams to build the same base the enemy does when they don't have money, or a base type the enemy doesn't have when they do have money. Both lead to multi-tech games. Therefore removing it will lead to more single-tech games, which leads to....yes, dull gameplay.
Right now when both team go the same faction, the the wining team who has mined the whole map and denied enemy to get even and adv tech base will not buy MKIII tech because they fear it will get stolen, forcing the winning team to get another tech to get an further advantage on the losing team. (i.e If the winning team buy MKIII tech, the losing team will steal it and just prolong the game because they are not that far behind in tech, even with just having a normal techbase vs the winnings teams adv base)
If MKIII is denied being stolen, the team who got adv base first will get MKIII tech instead of wasting time on a new tech path and end game. I.e. The team who had the good eco and good map control will have easier and quicker time winning the game

Well you can argue the other point that having stealable mk3 tech can make a game more even if the in the way the game swings with one team getting mk3 then the other team stealing it.
Tbh though you should just tactically time your purchases of mk3 tech when they can be stolen for the other team or tell your players not to die helps as well.
Tbh though you should just tactically time your purchases of mk3 tech when they can be stolen for the other team or tell your players not to die helps as well.

