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Economy, Supply Cap, Turtling, and Predictabiliy
12-16-2013, 07:18 AM
Post: #37
RE: Economy, Supply Cap, Turtling, and Predictabiliy
If we're talking about Outwitters 2, it could be as simple as adding a unit that has a Chain Lightning attack to each team. Call it a Sapper or something.

Basically it could be a Soldier for 4 wits, attacks for 2 and hits units next to its target for the max amount of damage it dealt (so if it kills a runner at 1 HP it only deals 1 damage to adjacent units). The attack continues hitting adjacent units until there are none left, or maybe to a capped number of units. Either way, it would discourage players from having big walls of soldiers as two of these guys could decimate an entire turtle by themselves.

Another way could be to allow Snipers and Bombshells to fire at spaces behind units, even ones in the Fog of War. If you know what's behind a unit and have a ranged unit you can shoot it, turtle broken. To avoid OP-ness the blind firing could have a damage penalty. For snipers they attack for 2 instead and for BS it attacks for 3 with no splash, or something

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RE: Economy, Supply Cap, Turtling, and Predictabiliy - ElPared - 12-16-2013 07:18 AM

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