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HomeGame DesignFight and the Patrol Zone — Sirlin.Web — Recreation Design

Fight and the Patrol Zone — Sirlin.Web — Recreation Design


Flying

Flying can be price mentioning right here, it is particularly highly effective. It really works prefer it does in RTS video video games, somewhat than the way it works in most card video games. In Starcraft, a Zealot (floor melee unit) can’t hit a Mutalisk (flying unit) ever. The identical is true right here. Flying items can assault floor items and never get hit again in any respect! Flying items can fly over floor patrollers and are usually not bodily blocked by them in any respect! 

That’s a little bit of a double edged sword although; flying items can also’t bodily block floor attackers. So should you patrol one in all your fliers, an enemy floor attacker can merely run beneath it and get to your weak heroes and tech buildings. General although, flying items are very lethal, simply as they are typically in RTS video video games.

Patrol Zone Design Options

The patrol zone is essentially the most unexpectedly good characteristic in Codex. It was initially developed as a option to make asynchronous fight fascinating sufficient, however gamers favored it a lot that they mentioned it needs to be a central characteristic irrespective of if the sport supported asynchronous play or not. It turns on the market’s loads of nuance in simply the way you patrol your forces!

Earlier than the patrol zone existed in Codex, some gamers initially advised placing “taunt” on explicit items (that means the opponent must assault these first), however it’s simply so insufficient as an answer right here. You would be on the mercy of drawing the best items simply to have the ability to block in any respect. The patrol zone permits you to give that energy to any of your forces AND permits you to stack extra bonuses on them too, which is simply far more flexibility to plan your technique.

The additional bonuses the patrol zone offers your defenders resolve some very deep issues that we had for a very long time. There is a delicate stability in Codex between speeding down and teching up. At some factors within the sport’s historical past, rushdown was too good, which makes the sport degenerate. At different instances, it was too weak which implies there’s nothing to “hold you trustworthy” if you wish to blatantly begin going for late sport plans manner too early. The only guidelines had been those that result in rushdown being too good, so is there a way we are able to do a small tweak to them?

It seems, the only level of armor you get within the squad chief slot (and to a lesser diploma, the +1 ATK you get from the elite slot) issues A LOT. That provides you simply sufficient protection that early turns are usually not primarily based on degenerate rushdown which you can’t do something about, however your buffer of safety does not final you lengthy. Quickly sufficient, items and heroes get large enough to beat these bonuses and crush a weak defender if they do not begin placing up a struggle.

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