Potjeh wrote:If you consider the tactical implications of my suggestions you'll see it opens a lot of room for player skill. The defenders will need to come up with good wall and brazier layouts. I imagine some sort of a star fortress would be the most common. The attackers would need to find and exploit weaknesses in design. With the Reel analogue in play, there'd be a lot of tactics in picking where to create safe spots that are in reach of important targets but not too far to retreat from if caught while recovering from the Reel analogue.
I can not imagine safe town or raid under those conditions should be hard and it would be easy to abuse and glitchy as hell imho.
Any paint design for simple town with hv please?
I like idea of brazier-dmg-reel and please increase BB drain per structure hit right now even double claims sucks and we have to pay double tax for them
Potjeh wrote:This isn't to say I disagree with throwing in some curveballs. Traps and guard dogs definitely sound good. I reckon traps should be more about status effects than direct damage, for example caltrops could drop movement speed to crawl. I'm not really a fan of battle scheduling, though, because it's too tricky to make fair to people from all the different timezones.
Love idea of that kind of traps... stuns, slows, increase imbalance or brazier-dmg-reel

About guard dogs I wrote in other thread, but here I will +100 this idea again
