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Running away...

PostPosted: Mon Aug 03, 2015 4:33 am
by dr2bricks
As much as I appreciate the empty outpost as the defender runs away I do find little disappointed as a game mechanic. Pulled the following suggestion from my suggestion box post.

Minimum 1 troop per shield. This will make it less likely the losing target of an attack will run with all troops. It will also make it harder for an aggressor to overwhelm an opponent. May want to increase driller production limits to compensate. Say by player shield total.

Re: Running away...

PostPosted: Mon Aug 03, 2015 8:59 am
by FateCreatr
I love it when my opponents run away with their drillers. I believe it's a huge tactical mistake. If they want to make mistakes, that's fine with me.

Re: Running away...

PostPosted: Mon Aug 03, 2015 9:08 am
by Noel
FateCreatr wrote:I love it when my opponents run away with their drillers. I believe it's a huge tactical mistake. If they want to make mistakes, that's fine with me.

It actually depends. Sometimes you want to minimize driller losses and sometimes you want to maximize them. So it's another decision that players have to make, leading to a more interesting game.

An example of when you want to run away: You're far from your maximum capacity but the attacker is at max. Let him have it, regroup, keep growing while he's stuck at max, and then strike back.