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Zone of Control - Printable Version

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Zone of Control - Splatmansplat - 07-09-2012 01:11 PM

Really loving the game, but it desperately needs zone of control. The ability for enemies to advance past an opposing unit seems silly. Units should be able to exert some level of movement control on opponents. Thoughts?


RE: Zone of Control - stevewastaken - 07-09-2012 01:35 PM

This works in Battle for Wesnoth, but in that game the maps are massive. I prefer the smaller maps, with no zone of control. If you want to stop a unit, form a wall of units.

On the other hand, the sheer speed of the Runner is a separate problem which is being discussed in other threads.


RE: Zone of Control - Splatmansplat - 07-09-2012 01:40 PM

Small maps with 1 spawn location don't allow for building walls of units - literally impossible... And pointless IMO. I've been playing Weewar and Warnet for years and ZoC prevents abuse of rushing, which this game suffers from pretty badly.


RE: Zone of Control - stevewastaken - 07-09-2012 01:46 PM

If you could wall off the entire board there would be pretty serious gameplay issue.

But you certainly can wall off choke points and make semi-circles around vulnerable units like medics.


RE: Zone of Control - Splatmansplat - 07-09-2012 02:00 PM

Sorry, it's just not possible to do that with one spawn location. Maybe if you could spawn more than one unit per turn, but not as game play currently stands. You can block 1-2 paths, but a successful prevention is just guesswork at that point, not strategy.


RE: Zone of Control - onealexleft - 07-09-2012 02:22 PM

(07-09-2012 01:11 PM)Splatmansplat Wrote:  Really loving the game, but it desperately needs zone of control. The ability for enemies to advance past an opposing unit seems silly. Units should be able to exert some level of movement control on opponents. Thoughts?

The scrambler and bombshell do a pretty nice job at 'zoning' enemy units from a particular area actually, but it's not a direct mechanic such as keeping enemy units from physically moving due to game rules.


RE: Zone of Control - brayton - 07-09-2012 04:24 PM

The game could have so many more things, but its ment o be simple.
How many strategy games with a heck of rules. Its simple and inviting to all.
Ithas enough strategy all ready with movement. The game u dream of may come soon, or OML may make it, however unlikely it seems.


RE: Zone of Control - Kamikaze28 - 07-09-2012 04:54 PM

Let's go through the 'small' maps (with 1 Spawn Space):
  • Sharkfood Island: The center line (symmetrical axis) has 6 spaces - I see how that is not possible to block entirely, but it only takes 4 units to form a wall from your base to those palm trees effectively directing your opponent to your Spawn Space, which is inherently easier to defend.
  • Glitch: This map is a perfect example for choke points - the center line has 4 pits in it and only 5 spaces. The center can be blocked by 1 unit which is superbly defendable with Snipers (who can fire over pits).
  • Peekaboo: Rather open map, but still - any of the two center lanes can be blocked by 2 units. The outer lanes are rarely used, but can be blocked by 1 unit each.

In conclusion: know how to make your surroundings fight for you.