10.10.2010, 00:51:31
Fight 1
Upgrades are a nice addition, if they are done right. Alas they can't be used to provide some kind of tech upgrade, because they don't qualify as prerequisite. Once build, they wouldn't disappear from the sidebar because they don't support BuildLimit.
Holding fire until ordered to attack is useful for sneaky attacks. And for some edge cases like threatening the enemy and for a cease-fire. I vote for the upgrade limits.
Fight 2
As I said earlier, I'm not a friend of storage and silos and the micromanagement they require. In this case there's a remis. The arguments are good for both sides: Silos are needed to create a more complete TC and they indeed enable new tactical possibilities. Yes, the AI definitely needs some work and teams of units should retaliate as a whole. Silos are bitches. They just suck. The proposed AI behavior would affect more players than the addition of storage. But more people on the tracker want them.
I chose the AI Enhancements, because its effect is more universal.
Upgrades are a nice addition, if they are done right. Alas they can't be used to provide some kind of tech upgrade, because they don't qualify as prerequisite. Once build, they wouldn't disappear from the sidebar because they don't support BuildLimit.
Holding fire until ordered to attack is useful for sneaky attacks. And for some edge cases like threatening the enemy and for a cease-fire. I vote for the upgrade limits.
Fight 2
As I said earlier, I'm not a friend of storage and silos and the micromanagement they require. In this case there's a remis. The arguments are good for both sides: Silos are needed to create a more complete TC and they indeed enable new tactical possibilities. Yes, the AI definitely needs some work and teams of units should retaliate as a whole. Silos are bitches. They just suck. The proposed AI behavior would affect more players than the addition of storage. But more people on the tracker want them.
I chose the AI Enhancements, because its effect is more universal.