Can't CW start with buildings?

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The-dude
Posts: 15
Joined: 13 Feb 2022, 11:11

Can't CW start with buildings?

Post by The-dude »

Isn't an HQ building more plausible and realistic than these weird-looking trucks, which are vehicles but have higher HP than super heavy tanks?

It could change the principles of CW, but gives CW a better role than just a camping convoy.

You could use US building models for it or simply only deploy trucks in the base. I mean, these trucks simply kill the immersion in this game. That's why I never feel like playing CW.

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MarKr
Team Member
Posts: 4101
Joined: 23 Nov 2014, 19:17
Location: Czech Republic

Re: Can't CW start with buildings?

Post by MarKr »

The "mobile base" playstyle makes CW unique. We also experimented with giving CW normal HQs but it pretty much broke the whole CW AI. BK is a multiplayer mod but people still play compstomp too and disabling an entire faction for pretty much no reason, is not desirable.
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Consti255
Posts: 1155
Joined: 06 Jan 2021, 16:12
Location: Germany

Re: Can't CW start with buildings?

Post by Consti255 »

I like the Trucks.
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Red
Posts: 176
Joined: 05 Oct 2020, 12:40

Re: Can't CW start with buildings?

Post by Red »

I am also a fan of the CW trucks, as it allows for a quite different playstyle.

You gain a mobile base and the possibility to lock down sectors and generate additional resources, but the price is that you cannot garrisson buildings and that the tiering has to be more careully considered (as you do not have a lot of building queues running parallel).

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