- Joined
- Aug 18, 2009
- Messages
- 4,099
I cannot agree with you on the part in which you say about runners dying and losing their bases. That is balanced because it makes the chasing team able to not get worried about the base of a dead runner, also encourages the other runners to revive their allies, otherwise one dead runner would simply remain dead so he avoids dying again... and he makes armies and stuff from his base.
I do not see how this encourages allies taking the risk to attempt rescuing, given that the revived mice have issues coming back into competition as building needs time and you need cheese to make a rebuild. This only makes sense when mice are dominating at this moment and can get map control whereas in most cases the game is over anyway. Again, I did not say that dead ones should be able to train units (just kill the raxes, disable cheese or the option to build) but to do something lesser than if they were alive. And no, you would not prefer staying dead as this is closer to the cat's victory and we have not named disadvantages in being alive.
So, I have played a few more games. It clearly delineated that the game has problems coming into a run. Until the cats have raised up their buildings (which takes some time), there is no dynamic gameplay unless mice really commit faults. As predicted, the game can be greatly unnecessarily prolonged by spamming barricades all over the place. As a cat, I surrounded the enemy's stronghold with hero and a few units and tried to acquire a dragon spawn fast, which would also force the other one to hurry up establishing an anti air. What would I do besides encircling the enemy anyway? There is no other task to fulfill meanwhile. Approaching different bases makes no difference nor is there any other special location or method. You can hardly buy items at this point/these that you can purchase have no meaning. Infact, the items seem pretty crappy and selective: Stats items that you do not need most of time (why would I buy a claw +5 when the damage comes only in use against trained units and no structures but at the same time, my own mercs are much more flexible and cats have problems applying the damage), chargeds are selective and more protective, mines are random and tomes fail anyway. None of the items except storm hammer, totem, dagger, the mines, speed potion and maybe the ogre maul have some kind of a pushing appeal. Neither will the game gather pace nor complexity no matter if you buy any of the other items.
I think the mouse heroes are well done, but the shark is a bit weird) because a shark would eat a mouse instead of protecting it
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This totally relieves all the other curiosities.