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  • Tunneling under the Intel
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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.
    They should only be able to destroy the -initial- two-highest blocks of the map (i.e. "the surface").
    They should not be able to plow through any other blocks, including any blocks placed by players.

    Pickaxes ought to function as they do now in that they can destroy any type of block one at a time.
    However, they ought to take longer to destroy any blocks placed by a player than ones generated with the map. Just make an additional value for a block [as placed by a player, or not], and if so increase the number of strikes required to break it by some multiple.

    These previous two notions would bring balance to tunneling, without adding or removing any additional elements to the game.
    It increases the reward for investing in fortifications while still having it remain possible to breach said fortifications, while still including the ability to tunnel as well.
    As it stands the balance of time+effectiveness between tunneling and fortifying is immensely in favor of tunneling, and this would help bring them to a more equal level of influence.

    In addition to these concepts, I'd like to add one more.
    Bullets should not destroy any player-placed blocks.
    It is very novel, I know, and there is certainly fun to be had in shooting the legs off a guard tower.
    But destroying defenses from afar should be a privilege reserved for something more explosive, such as mortars.
    Right now it is too easily rewarding for attackers to be able to destroy structures with bullets.

    #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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