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Realistic Artillery Management - FOO Rule
11-24-2008, 05:00 AM, (This post was last modified: 11-24-2008, 05:00 AM by Weasel.)
#56
RE: Realistic Artillery Management - FOO Rule
Narwan Wrote:Then there's the FO himself. He's expensive. Part of it is because he can do so much. Limit his abilities by extra rules and a price drop seems appropriate too.


Narwan

Actually the price is just fine. It makes the FOO a special unit that must be protected, but it also prevents players from migrating from only buying 1 FOO as in games without the rule, to companies of them.

I have found that the average number of FOOs in a medium game is about 3. Smaller games will see 2 and larger 5 or 6. A very nice change from 1 FOO shooting up the map. I have also noticed that when a player under buys FOOs (only buys 1 lets say) that he quickly realizes how restricting this is and does not show up to the fight again without a few more (right Vesku?).

So no changes to value required.
Some of us are busy doing things; some of us are busy complaining - Debasish Mridha
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RE: Realistic Artillery Management - FOO Rule - by Weasel - 11-24-2008, 05:00 AM

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