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It is WAY to easy to tunnel under the intel, dig out the ground beneath it and grab it and run away with out anyone even seeing you. Especially for green team because there is so many mountains on blues side for you to tunnel under. I suggest maybe making all the tiles under the intel indestructible? You'll still be able to tunnel under the intel, but at least you'll have to pop up in order to grab it instead of just digging the ground out and making the intel fall onto you. Thoughts? |
#562 VorticalBeans Member Posted 13 years ago |
I don't agree with that at all. I like that it's up to the players to decide how they want to handle protecting the Intel. One example would be putting it at the top of a 6x6(Or any size) tower and flattening out the area around it. |
#564 Jeuce Member Posted 13 years ago |
Most of the blue side is higher than 10 squares up so trying to flatten a large area all the way to the ground around the intel would take a lot of work, and then people still probably wouldn't even see you when you tunnel into the flattened area and then tunnel into the 6x6 block bellow the intel. |
#566 VorticalBeans Member Posted 13 years ago |
You can't tunnel to green due to rivers and low land You can tunnel toblue due to massive mountains. The result is an advantage to Green. This needs to be sorted somehow. |
#590 Mr.Wrinkle Member Posted 13 years ago |
http://aceofspadesgeneral.tumblr.com/ see the post on the difference between green and blue. baw |
#610 Rubuler Member Posted 13 years ago |
"It adds more variety" No. No it doesn't. Whoever made that is and idort. |
#615 Mr.Wrinkle Member Posted 13 years ago |
"Whoever made that is and idort." >mfw it was the creator |
#624 Rubuler Member Posted 13 years ago |
I thought the tumblr wasnt made by the creator? Besides, the creator is not exempt from being wrong from time to time. |
#625 Mr.Wrinkle Member Posted 13 years ago |
Level the and surrounding area to river level. Problem solved. |
#628 Green Member Posted 13 years ago |
They really are unbalanced. Sometimes blue may have the upperhand, but for the most part green is usually winning, they have the rivers, which take a while to cross without bridges, and they can dig straight into the intel. Not to mention most of the times greens actually build forts, because unlike the Blues, they are actually useful for defending the intel since Blue's would have a hard time getting under it. I've tried, most of the time you just die before that can happen. The only option is to attempt to go with a full-on overground assault on the greens, and with their sniper towers and rivers, blues can easily be killed before the even get onto green territory. On the other hand, if you build an intricate base on the mountains to defend the intel, a green can easily just dig straight under it without you realizing it, and it's alot easier to sneak around because blues have alot more land. I can see where the idea is, to have blues up on mountain sides sniping greens as they try to get up the mountain, and that might actually work if greens couldn't just dig straight under the mountain. The map really could use a flip. Have the mountains on the north, rivers on the south, or have the terrain gen a bit more random. |
#661 Megamannt125 Member Posted 13 years ago |
Or just have a map that puts a river in the center of it, so that both green and blue get roughly equal amounts of tenuously-defensible land separated by water, instead of the current setup where blue has mountains and green has rivers. |
#663 Doomrider Member Posted 13 years ago |
Well, sacrificing team differences, the map could be made symmetrical. Such as have a river bang in the middle of the two sides, and having mountainous terrain higher and higher depending on how far to the left or right of the river you go in a kind of V shape if looked at horizontally. If not that maybe have the inverse but with flatlands/islands on both sides with 2 rivers which seperate both sides from a big mountain in the middle in a sort of ^ shape. |
#665 Fudgey Member Posted 13 years ago |
If you made the blocks under intel indestructable, then teams would just dig giant pits around them. |
#749 Smoker Member Posted 13 years ago |
I will post this everywhere I find it to be relevant: Spades ought to only be capable of digging literal surface-features. Pickaxes ought to function as they do now in that they can destroy any type of block one at a time. These previous two notions would bring balance to tunneling, without adding or removing any additional elements to the game. In addition to these concepts, I'd like to add one more. |
#754 tons0phun Member Posted 13 years ago |
Blues should build elaborate underground bases. The problem is that takes coordination to do in a timely fashion. But I've seen it done to some extent and I think it could be really effective. i.e. at the start of the game, dig the intel down to water level, then dig out a large defendible base around it. In this case blues would have advantages of their own. Tunnels are harder to mess up, you have to fill them in or do a ton of digging. |
#768 magicsofa Member Posted 13 years ago |
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