18.09.2010, 17:38:45
Fight 1
This fight is rather easy, considered we are in round 3 already. The Chronosphere is useful for several people, but the upgrades are far more important and definitely more versatile. Upgrades are rather uninteresting right now, as they were only used to provide power, a weapon or super weapon. Extending this to remove upgrade limitations is by far the better choice.
Fight 2
This one is hard. The proposed way deployer stat changes should be implemented is not the best, but rather the worst thing to achieve the effect. Every tag has to be duplicated and every occurrence in the game has to be altered. I'd rather see this implemented like a versatile DeploysInto= type change.
Silos are annoying. Yes, all previous C&C games had them. And no, they didn't help to reduce rushing at all. The first C&C games even favoured rushers: It was easier for them to destroy an enemy bases if player's concentrated on building silos instead of tanks. EVA nags people who didn't care every few seconds to build silos.
Seeing the supporters the Storage= tag has and the crappy implementation proposition of the deployer stat changes, i'd say: Silos needed.
This fight is rather easy, considered we are in round 3 already. The Chronosphere is useful for several people, but the upgrades are far more important and definitely more versatile. Upgrades are rather uninteresting right now, as they were only used to provide power, a weapon or super weapon. Extending this to remove upgrade limitations is by far the better choice.
Fight 2
This one is hard. The proposed way deployer stat changes should be implemented is not the best, but rather the worst thing to achieve the effect. Every tag has to be duplicated and every occurrence in the game has to be altered. I'd rather see this implemented like a versatile DeploysInto= type change.
Silos are annoying. Yes, all previous C&C games had them. And no, they didn't help to reduce rushing at all. The first C&C games even favoured rushers: It was easier for them to destroy an enemy bases if player's concentrated on building silos instead of tanks. EVA nags people who didn't care every few seconds to build silos.
Seeing the supporters the Storage= tag has and the crappy implementation proposition of the deployer stat changes, i'd say: Silos needed.