don't take hostile buildings in concideration for warriors..

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Giszmo
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don't take hostile buildings in concideration for warriors..

Post by Giszmo »

don't take hostile buildings in concideration for warriors gradients. closed routes should not stop warriors from finding the way.

and again we hit something where gradients should be more flexible. every step on buildings could count as several steps on normal ground.
Advil
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War path of destruction

Post by Advil »

Hey I like that idea yeah what if you were to put a war beacon inside of an enemy base and there are walls and trees and such in the way and the warriors can't get in? What if they were to hack their way in to the war beacon? Does a real army not level trees that are in their way?

for that matter, what kind of wheat is this that no one can walk on?

You can walk through a tiberium feild...
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Donkyhotay
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Post by Donkyhotay »

Umm... that would require the game to assign a bunch of workers to level the resources since warriors can't do that. Besides, it's not that difficult to just put up a clearing flag in front of your army.
do not be afraid to joust a giant just because some people insist on believing in windmills.
Artanis
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Post by Artanis »

Sorry to dig this up, I just discovered Globulation and love it.
Donkyhotay wrote:Umm... that would require the game to assign a bunch of workers to level the resources since warriors can't do that. Besides, it's not that difficult to just put up a clearing flag in front of your army.
Wheat and tress are basically walls that warriors can't break.
Wheat is best, it takes five 'gathers' to obliterate one full square, and it grows back real fast near water. More than enough time for the row of L2+ towers on the other side to take a bite out of the workers.

Maybe it's not impervious, but the biggest plus is making it economically difficult to break them.
You'll have your opponent wishing he had ranged attacks in no time.

Suggestion (besides a ranged attacker):
Send warriors to school, where they gain a few abilities.
L1 edu - Warrior can wade through wheat at 25% speed.
L2 edu - Clearing: Warrior can hit and destroy trees. (1 hit reduces count by 1?); Warrior can wade through wheat at 50% speed, 25% chance to reduce wheat count on trampled tile by 1.
L3 edu - Scorched Earth: Destroying a resource has a 12.5% chance of turning the terrain tile beneath to sand; Clearing +2; Warrior can wade through wheat at 75% speed, 50% chance to reduce wheat count on trampled tile by 2.

The last one is the killer, while being able to simply path through obstructing wheat and trees is useful, truly decimating is the ability to keep the path from growing closed.
Probably be best to have the abilities only be active when summoned by a war flag, so your warriors don't trample your own base while guarding or idle.
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