Should exit-teleporters be indestructible?

What's working? What isn't? What could be improved? Let's hear your ideas on how to improve AGR, and try to achieve .. perfection.
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bloodsnipe
Posts: 7
Joined: Thu Feb 26, 2015 7:18 am

Should exit-teleporters be indestructible?

Post by bloodsnipe »

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...

OneManClan
Site Admin
Posts: 283
Joined: Tue Feb 15, 2011 4:30 pm

Re: Should exit-teleporters be indestructible?

Post by OneManClan »

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

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: Should exit-teleporters be indestructible?

Post by Jonan »

You could always give it a Supercharge or Overclock (Martyr) mode. Stays fully charged and fully operational for 1 minute, and then explodes.

OneManClan
Site Admin
Posts: 283
Joined: Tue Feb 15, 2011 4:30 pm

Re: Should exit-teleporters be indestructible?

Post by OneManClan »

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.
Maybe a Crusader can bestow an aura on it, immortality for 60 seconds?

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