paradox486 wrote:tw2000 wrote:
With turtling, the greatest advantage is having a huge specilaist:outpost ratio. What you're saying is that the bigger player would have to have all his speciliasts at one outpost as well... But wait, that doesn't work, because the turtle can just attack another of your outposts. See what I mean? There's a saying which goes "Sometimes the most powerful thing is to have nothing left to lose" which is kinda true, except you can't lose your queen in this game. The more you have left to lose, the more vulnerable you are.
Another factor that goes against you is that his outpost will have about 80 or so shield, and since your attaking him you'll have to deal with that shield.
This is why I suggested turtling's strength be brought down by limit the number of "active" specialists at a base. A player who's been pushed down to 1 base shouldn't be as exponentially difficult to take over as they are.
Or if the maximum number of specials allowed to be "active" at once base were driller cap/30 then a player sitting on 1 factory would still have 5 specials they can use which would give them a decided advantage over someone attacking since only 3 specials can be sent on 1 sub. Plus inactive specials global abilities still affect the base as if they weren't there.
No I think if turtles can be like this then the Devs probably intended them to be like this. From what I can tell it fits in with the whole subterfuge-diplomacy idea very well. If the Devs thought that the game was indeed unbalanced in a way that isn't tolerable even by subterfuge standards, then they probably would've already done something about it. There has to be a reason why they haven't limited the number of specialists at one outpost (which is probably the fact that it makes the whole game more interesting)