DaWolf85
Non-stop Poster
- Reaction score
- 583
I think this would be an interesting concept. It should open up a lot of different strategies, and force players to think outside the box.
In particular, I think it would nerf the effectiveness of defending, especially long-range defending, but still allow watchtowers to still shine as a key element in defensive strategy. Good watchtower placement would be absolutely essential.
And to be clear, I mean that incomings would only appear on the incoming page when a watchtower detects them. It would make long-range attacks have no significant disadvantage over medium-range ones (aside from being out of action longer). Short range attacks would still have the same advantages they currently do on watchtower worlds.
It would make fakes almost totally worthless, except as a cover for fanged fakes. This may nerf attacking to some degree. For this reason it would be best if the world had the fake limit disabled - fakes are already mostly pointless, so there is no need to nerf them further.
It would require defenders to have tight clusters, good defensive planning, and fast-moving defensive builds. I think for this reason it would be best if the paladin were disabled on this world. Otherwise by relocating all paladins to a major front, defenders could achieve a serious advantage.
It might be best for this setting to be used on a speed round. With less reaction time, the offensive advantage is even greater, which would be the point of the setting - to increase offense, while still retaining watchtower strategies.
If the possibility that a player might not start out with a watchtower is too game-breaking on a world like this (and IMO it would be), players could start with a Level 1 watchtower.
This setting would also work well in conjunction with the Fog of War idea, which is currently being processed after receiving a good deal of support from the community.
I would be open to comments and suggestions you think could improve the idea, or further understand its overall ramifications for game balance.
In particular, I think it would nerf the effectiveness of defending, especially long-range defending, but still allow watchtowers to still shine as a key element in defensive strategy. Good watchtower placement would be absolutely essential.
And to be clear, I mean that incomings would only appear on the incoming page when a watchtower detects them. It would make long-range attacks have no significant disadvantage over medium-range ones (aside from being out of action longer). Short range attacks would still have the same advantages they currently do on watchtower worlds.
It would make fakes almost totally worthless, except as a cover for fanged fakes. This may nerf attacking to some degree. For this reason it would be best if the world had the fake limit disabled - fakes are already mostly pointless, so there is no need to nerf them further.
It would require defenders to have tight clusters, good defensive planning, and fast-moving defensive builds. I think for this reason it would be best if the paladin were disabled on this world. Otherwise by relocating all paladins to a major front, defenders could achieve a serious advantage.
It might be best for this setting to be used on a speed round. With less reaction time, the offensive advantage is even greater, which would be the point of the setting - to increase offense, while still retaining watchtower strategies.
If the possibility that a player might not start out with a watchtower is too game-breaking on a world like this (and IMO it would be), players could start with a Level 1 watchtower.
This setting would also work well in conjunction with the Fog of War idea, which is currently being processed after receiving a good deal of support from the community.
I would be open to comments and suggestions you think could improve the idea, or further understand its overall ramifications for game balance.