Post by Vae Victus on Apr 30, 2016 0:22:36 GMT -5
Stratos Defense Relay
on Normal
I just got my squad out. Lost one scout due to miscalculating turret range, but managed to get out with the Captain, Soldier, Soldier, Engineer, Hydra, and one tact point.
SPOILERS may follow.
I like the idea of the map.
One question though, and maybe the higher difficulties would make it necessary to go on detours to the deactivating buttons at the top right and the bottom left, but as matters currently stand... is there any reason to go for them? I ignored those two buttons and finished in 20 turns of the 20 turn goal (I may have been able to finish in 17 if I had not permitted one templar to lag far behind and had been slightly more efficient with moving). To get to the bottom left, players apparently must past a tact point and a turret (though the turret possibly can be avoided, but if you want to capture the tact point, you probably need to go through it). The top right button is even farther away. It is about as far as one can get from the map's exit; and it has a turret and an enemy tact point guarding access to it.
I only needed to destroy a total of one turret manually.
Thus, the suggestion is...assuming the ease with which I beat the map without disabling these turrets is not merely due to the Normal level... maybe move these turret deactivating points closer? Or re-think parts of the map to make it more worthwhile to go to the far extent of the map to disable these turret buttons? It seems like these deactivation points are supposed to be a distraction--it seems unlikely that one could finish in 20 turns if one went to disable them-thus there appears to be little reason to take the risk to disable them. Even if they are just meant to be distractions, maybe there could be a reason to be distracted by them...perhaps mention of secondary objectives in their vicinity? Existence of new secondary objectives may not even unbalance the game, since no one who goes for them would be likely to reach the turn 20 or less bonus percentage. (Admittedly, since I did not go in those directions- there could already BE secondary objectives there--but if so, it would be valuable to mention their presence).
on Normal
I just got my squad out. Lost one scout due to miscalculating turret range, but managed to get out with the Captain, Soldier, Soldier, Engineer, Hydra, and one tact point.
SPOILERS may follow.
I like the idea of the map.
One question though, and maybe the higher difficulties would make it necessary to go on detours to the deactivating buttons at the top right and the bottom left, but as matters currently stand... is there any reason to go for them? I ignored those two buttons and finished in 20 turns of the 20 turn goal (I may have been able to finish in 17 if I had not permitted one templar to lag far behind and had been slightly more efficient with moving). To get to the bottom left, players apparently must past a tact point and a turret (though the turret possibly can be avoided, but if you want to capture the tact point, you probably need to go through it). The top right button is even farther away. It is about as far as one can get from the map's exit; and it has a turret and an enemy tact point guarding access to it.
I only needed to destroy a total of one turret manually.
Thus, the suggestion is...assuming the ease with which I beat the map without disabling these turrets is not merely due to the Normal level... maybe move these turret deactivating points closer? Or re-think parts of the map to make it more worthwhile to go to the far extent of the map to disable these turret buttons? It seems like these deactivation points are supposed to be a distraction--it seems unlikely that one could finish in 20 turns if one went to disable them-thus there appears to be little reason to take the risk to disable them. Even if they are just meant to be distractions, maybe there could be a reason to be distracted by them...perhaps mention of secondary objectives in their vicinity? Existence of new secondary objectives may not even unbalance the game, since no one who goes for them would be likely to reach the turn 20 or less bonus percentage. (Admittedly, since I did not go in those directions- there could already BE secondary objectives there--but if so, it would be valuable to mention their presence).