Re: Countering builders emptying towers
PostPosted: 05 Apr 2013, 04:44
It would have been funnier to keep this change secret up until RC, to let players that rely on this unfair strategy discover it by surprise 

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https://knightsandmerchants.net:443/forum/viewtopic.php?t=1361
It would have been funnier to keep this change secret up until RC, to let players that rely on this unfair strategy discover it by surprise
Haha, I didn't think of that. But quite a lot of people read our Google Code changes so I think the news would have spread quickly through TeamSpeak and other places.
Towers are just as powerful as they used to be and should be. The fact that you considered them less powerful before shows how broken and abusive 'builder rush' was.
As in every RTS the camper spends too many resources on defending, so you can counter this with a enormous army of cheap units - also known as "the rush(tm)".
Also, many RTS games, there is a strong limit on how many defensive buildings one can place. In Age of Empires 1, 2, and Empire Earth, this was done by making stone the rarest and most limited resource on the map. In Age of Empires 3, this was done by limiting how many players a player can make (I don't like this artificial limitation, but that's beside the point). In KaM, timber in unlimited, and stone isn't a problem. Towers can be spammed like crazy.
I'd also like to mention a game I played recently. I screwed up big time (6 soldiers by 60 minutes). By 50 minutes, I realized that I wasn't going to be able to have a good army, so I started spamming towers. By 60 minutes, I had about 10 towers. Even though my enemy played much better (probably about 20 swords by 60 minutes), he still lost to me because of a tower rush.
Ben, you don't mention your map surrounding. If you play on a map with one single narrow entrance, than of course camping is easy and you'll have to fight through all 50 towers. But that's a bullshit-map anyways.
I considered many maps when I wrote that post; along with other factors that you did not consider.
In 1v1, the long game probably won't happen anyway since the rush is so much stronger. In teamgames, you are likely to have fewer entrances to your base. Think about it: Back in the Desert: 1-2 ways in for most locations, The Final Frontier: 1-2, Western Desert: 1, The Same Rocks: 1-2, Cursed Ravine: 1. And with 40 towers, you don't need to consider the "maps surroundings."