SM towers - 1.2.1
Posted: Tue Jan 29, 2019 4:57 am
playing on 1.2.1
I find that later in the game SM towers are too easy to kill and for the opponent its worth losing a few units to kill one even early on as the hit to the SM econ is huge. later in the game there is no coming back from losing multiple towers as you have to wait 10 turns to build it again. if you lose 2 towers in a 10 turn span (and you have 4 or less) then you have probably lost the game as they can just wait you out and you will never recover.
obviously there are other factors, but the loss of a city isnt even comparable as you can have a builder ready to go for the next one and re prop back up your econ, SM cant do that. They also dont have throw away units so its hard to leave defenders across the map as you will need your whole army to face your opponent.
example: i played a game against zhuko and kastellans killed my third tower, i rebuilt it after the wait and then i was 10 turns behind. which wasnt game ending but was just harder and i had to build more resource buildings earlier than i would of liked. Then a few rando units (he was orks so could throw away units at my tower) killed one then 2 towers in a 10 turn period while i was fighting his main army, i won the battle but losing the towers cost me the war. Now im 30 turns behind. unrecoverable.
my suggestion is that if you lose a tower it minus the remainder timer for next drop. what number that would be im not sure, as more play testing would be needed but maybe half the remaining timer, or maybe 75% of the remaining timer till next drop. also i think towers should be 2 influence not 3 upkeep.
I find that later in the game SM towers are too easy to kill and for the opponent its worth losing a few units to kill one even early on as the hit to the SM econ is huge. later in the game there is no coming back from losing multiple towers as you have to wait 10 turns to build it again. if you lose 2 towers in a 10 turn span (and you have 4 or less) then you have probably lost the game as they can just wait you out and you will never recover.
obviously there are other factors, but the loss of a city isnt even comparable as you can have a builder ready to go for the next one and re prop back up your econ, SM cant do that. They also dont have throw away units so its hard to leave defenders across the map as you will need your whole army to face your opponent.
example: i played a game against zhuko and kastellans killed my third tower, i rebuilt it after the wait and then i was 10 turns behind. which wasnt game ending but was just harder and i had to build more resource buildings earlier than i would of liked. Then a few rando units (he was orks so could throw away units at my tower) killed one then 2 towers in a 10 turn period while i was fighting his main army, i won the battle but losing the towers cost me the war. Now im 30 turns behind. unrecoverable.
my suggestion is that if you lose a tower it minus the remainder timer for next drop. what number that would be im not sure, as more play testing would be needed but maybe half the remaining timer, or maybe 75% of the remaining timer till next drop. also i think towers should be 2 influence not 3 upkeep.