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Enother idea to reduce the benefit of blobbing
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Topic: Enother idea to reduce the benefit of blobbing (Read 3432 times)
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sheffer
EIR Veteran
Posts: 593
Enother idea to reduce the benefit of blobbing
«
on:
November 12, 2010, 09:13:11 pm »
I propose to introduce dinamic pop cost for all units and a unit limit. After reaching that limit pop cost of selected units will rise depending from number of units on a field.
Example.
MG42 (limit 2, dynamic modif +2)
I call 1 mg, its ok, and pop for it on a filed is [3]. Then i decide to call another 3 mg's, overcome the limit and got +2 for every mg on a field - pop = 12 (basic pop) + 8 (for 4 mgs).
What do u think guys?
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Senseless and ruthless.
Killer344
The Inquisitor
Posts: 6904
Re: Enother idea to reduce the benefit of blobbing
«
Reply #1 on:
November 12, 2010, 09:27:08 pm »
good luck coding that.
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Quote from: brn4meplz on April 18, 2013, 01:23:05 am
If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
sheffer
EIR Veteran
Posts: 593
Re: Enother idea to reduce the benefit of blobbing
«
Reply #2 on:
November 12, 2010, 09:39:35 pm »
yeah, i have same experience and understand that its much more difficult that ballancing docs. It just an idea, noway means noway.
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Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Enother idea to reduce the benefit of blobbing
«
Reply #3 on:
November 12, 2010, 09:44:22 pm »
TBH, the way things are blobbling just isn't that big of an issue. Every army has a pretty easy unit to stop a blob cold. And if its support spam that worries you, grab some arty or micro your mortars.
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Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
sheffer
EIR Veteran
Posts: 593
Re: Enother idea to reduce the benefit of blobbing
«
Reply #4 on:
November 12, 2010, 09:45:35 pm »
its just an example.
i dont need an antiblob recipes dude, i've got an idea, i post it
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Tymathee
Donator
Posts: 9741
Re: Enother idea to reduce the benefit of blobbing
«
Reply #5 on:
November 13, 2010, 12:37:46 am »
well, you could add a pool/cost calculating effect so that the more units you buy, the more they cost.
Less units = more detrimental to blob cuz if u lose a unit, the cost is higher with less reinforcements.
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Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Killer344
The Inquisitor
Posts: 6904
Re: Enother idea to reduce the benefit of blobbing
«
Reply #6 on:
November 13, 2010, 12:59:08 pm »
He means, "in game" tym.
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AmPM
Community Mapper
Posts: 7978
Re: Enother idea to reduce the benefit of blobbing
«
Reply #7 on:
November 13, 2010, 01:01:34 pm »
But how would you balance this.
More than 2-3 rifles means more pop for each? I mean if we are limiting number of support on field then we need to drastically decrease the basic infantry blob.
Also, it drastically increases the value of heavy and super heavy tanks. You can't field 3 ATGs if you limit it to 2, they would each cost 5-6 pop, being retardedly over pop for what they do.
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sheffer
EIR Veteran
Posts: 593
Re: Enother idea to reduce the benefit of blobbing
«
Reply #8 on:
November 13, 2010, 01:09:44 pm »
Quote from: AmPM on November 13, 2010, 01:01:34 pm
But how would you balance this.
we can set different limits\pop modif for each unit. and yes, its alot of balancing. mgs were just an example.
«
Last Edit: November 13, 2010, 01:44:05 pm by sheffer
»
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ShermanFirefly
EIR Veteran
Posts: 65
Re: Enother idea to reduce the benefit of blobbing
«
Reply #9 on:
November 17, 2010, 08:57:05 am »
...just add negative zeal and voila.
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