Towers should Require an Archery range [balance]

Towers should Require an Archery Range.

The power of tower (rushing) is it's immediate availability upon hitting Feudal Age without any prior investment or show of hands.

The only way to stop it is to already be invested in military (at least 1 barracks) or responding with greater villager idle time (rushing the forward and/or putting up your own tower; even if the rusher fails, he's already been successful). It is a Zero-Sum game forcing competitive players to always go for a Trush whenever possible, thus limiting strategic diversity for the players and reduced entertainment value for viewers.

The investment in an Archery Range (+Barracks) makes total sense logically, but mostly gives just enough room for satisfying (counter)play. Scouting a barracks could still mean any number of things, but seeing an archery range being built means some type of archery is going to be in play and you should act accordingly.

In return reducing the cost of a tower by 25 stone (125 > 100) could be justified IMO, since the problem isn't towers themselves, it's the Trushing and how it lacks satisfying counterplay. An alternative requirement to an Archery Range (+Barracks) could be a Blacksmith.

submitted by /u/fluppets
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