Should exit-teleporters be indestructible?
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Should exit-teleporters be indestructible?
Or extremely hard to destroy? I would like to see how it would change the game dynamics for attackers on a big map such as rock2...
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Re: Should exit-teleporters be indestructible?
Hmmm.
It's an interesting idea...
Off the top of my head I can see a prob because currently a well positioned (and used) enemy teleporter can fatally compromise Blues defense. If it were also VERY hard to kill, it would force Blue to have to commit Defense in an additional, random area. Also the Red Eng could kill it anytime and build another, possibly making Blues job impossible.
...unless there was some compensating factor .. some weakness.. hmm
It's an interesting idea...
Off the top of my head I can see a prob because currently a well positioned (and used) enemy teleporter can fatally compromise Blues defense. If it were also VERY hard to kill, it would force Blue to have to commit Defense in an additional, random area. Also the Red Eng could kill it anytime and build another, possibly making Blues job impossible.
...unless there was some compensating factor .. some weakness.. hmm
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Re: Should exit-teleporters be indestructible?
You could always give it a Supercharge or Overclock (Martyr) mode. Stays fully charged and fully operational for 1 minute, and then explodes.
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Re: Should exit-teleporters be indestructible?
Maybe a Crusader can bestow an aura on it, immortality for 60 seconds?Jonan wrote:You could always give it a Supercharge or Overclock (Martyr) mode. Stays fully charged and fully operational for 1 minute, and then explodes.