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Major gameplay flaw in "The Third Kind"Assault map

Posted: Sat Sep 20, 2008 5:55 am
by xyzyxx
Note: attackers are red, defenders are green.

Part of this map involves the reds killing off some greens on a solar panel, which lowers a force field on a remote island, which in turn releases a handful of Futurewinians to attack and kill the greens manning the solar panels on that island, which lowers the main force field protecting the WMD.


However, the green player is given an Armour at the start of the game, and can use it to dump a bunch of Multiwinians on said island, and use them to attack and destroy the Futurewinians. This leaves the Red army with very few options.

Posted: Sat Sep 20, 2008 8:34 am
by Shwart!!
Maybe add more FWs, so any jerk move like this would be likely to backfire.
Maybe change the teamsetting for the laserfence, so the Green player cannot go through the fence.

Shwart!!

Posted: Sat Sep 20, 2008 10:35 am
by RabidZombie
Make it a fence that isn't specific to one team. I see no reason why it should be.

Adding more Futurewinians wouldn't hurt either.

You could also add another fence around the whole island, to stop anyone from getting in or out, to stop security being buffed up by the defending side.

Posted: Sat Sep 20, 2008 1:41 pm
by bert_the_turtle
The greens could still airstrike/nuke them to death.

Posted: Sat Sep 20, 2008 1:54 pm
by RabidZombie
Did they not put a "no powerup" area around it? If not, do that.

Posted: Sat Sep 20, 2008 4:31 pm
by frenchfrog
I think there is indeed a no powerups zone.

Posted: Sat Sep 20, 2008 4:54 pm
by xyzyxx
What's a no powerup zone? Whatever it is, it doesn't stop this tactic from being used.

It's true that the Red team could still win by using Armour to invade the island, but teams shouldn't have to absolutely rely on this to win.

Increasing the number of FW or changing the color of the field would of course help some. but the Green team can still place MWs on the island to help defend the solar panels. It seems to me that this map was designed so that those greens on that island should have no way to stop or even slow the FW army from taking those solar panels.

Creating a red (or color neutral) force field around the island seems the best option.

Posted: Sat Sep 20, 2008 5:03 pm
by The GoldFish
I think nopowerup zones prevent green using airstrikes/nukes on them.

Obviously it doesn't stop moving units to the island, though.

Posted: Sat Sep 20, 2008 5:41 pm
by Phelanpt
xyzyxx wrote:It's true that the Red team could still win by using Armour to invade the island, but teams shouldn't have to absolutely rely on this to win.

Reds can get armours? I thought they couldn't. That would give some use for that extension of land near the crashed UFO.

Posted: Sat Sep 20, 2008 5:59 pm
by xyzyxx
Yeah, you're probably right. If reds can't get armours and can't lauch attacks on the island, there really is no way to win.

Posted: Sat Sep 20, 2008 6:03 pm
by RabidZombie
Crate powerup?

Otherwise, they can't.

Posted: Sat Sep 20, 2008 6:38 pm
by xyzyxx
RabidZombie wrote:Crate powerup?
Which is what I meant by "launch attacks on the island."

Posted: Mon Sep 22, 2008 12:07 am
by Feud
Adding more Futurewinians won't solve the problem, I tested out a car bomb on them and due to the confined space it killed all but two. My DGs mopped them up easily. This made it impossible for Red to win in less time than it took him (a CPU) to march to the first objective, much less secure it.

Posted: Mon Sep 22, 2008 2:12 pm
by NeatNit
Or the force field can be Evilwinians... :P

Re: Major gameplay flaw in "The Third Kind"Assault

Posted: Tue Sep 30, 2008 11:35 pm
by Neko_Baron
xyzyxx wrote:Part of this map involves the reds killing off some greens on a solar panel, which lowers a force field on a remote island


Strange no one cares about the fact the attacking team can drop eggs/nest near this first group of red winians completely bypassing even having to go there, its a blatant exploit but the only answer I get off players is along the lines of "I cant it if I don't".