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Reader Comments (Page 1 of 1)
12-18-2010 @ 10:47AM
Maccabeus said...
why not just change the mechanic to who can hold the most towers by the allotted time limit. That would crush the zerg tactic, because if everyone rushed one tower, the opposing faction (if smart enough)could just split their force and grab the other towers the enemy is not defending. This would also place increased emphasis on defense, as well as making the extra time from the towers more valuable.
Say you are holding onto one tower and there are 3 minutes left in the game. Your team has just put together a plan of attack based on the enemies numbers at Tower B. Destroy a tower and gain more time for your attack team to succeed. OR don't destroy the tower, pray your attack goes well, and don't offer the enemy the chance to reciprocate. The tower mechanic has all of a sudden become incredibly important and highly tactical.
The GY problem can be solved by having an EotS/WG-type system, wherein players spawn at the graveyard closest to their base if they control no towers, or at the most recent tower they have captured, or even at the graveyard they are closest to that they control. That the defense has a a set graveyard spawn is a terrible idea. Not only does it encourage camping during an imbalanced game, it also serves to give the defense a leg up by allowing them to coordinate easier, whereas the attackers are spread out depending on their nearest graveyard location.
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