by R0B » Apr 30, 2002 @ 10:10pm
I agree that it should cost a little more (maybe like 150 argentum more), but the turret is defense. It can't move, and a wave of guys can easily destroy several of them. If you want a balance of play between the defense and the offense (which all good rts's have) then the turret should have the same range as the farthest shooting enemy, initially. Now, you could always add an ungrade that increases the infantries range to allow them to pick off turrets from a distance, but it shouldn't be avalible at the beginning. A big part of the strat is to have siege weapons, which can take a lot of hits, fire slow, but can wipe out the turrets, and then have the smaller, fasters guys go in behind them. Illuding to war3, you could have an army of 50 melee fighters rush in to an orc base and get slaughtered by their borrows (similar to a bunker in starcraft), but with about 8 catipultes, with some melee guys backing them up, the defenses can be taken out of the way with minimal loses. It's all part of a good strat. BTW, that last example actually happened to me. It was me viruses this other guy, and I had him surrounded. So, being the cocky rts player I am, I rushed in with 50 huntrises (similar to archers only more powerful), and they were mutilated. Then I wasted 20 min rebuilding a good army, and destroyed him the propper way.
"1011001010 NNNNNNNNNNOOOOOOOOOOOOOOOO!!!!!!" -Bender