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Sonic
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Vilnius, Lithuania
Dec 2001 time: 07:23
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Tassadar, that is my favorite tactics, I ussually build many airports and have tons of bombers/nuclear bombers/fighter-bombers/fighters . And this by the way makes using such tactic on me impossible, because city is always circled by all fighters/fighter-bombers I have. If there is like 30-45 fighters in air over the edge of city it is hard to bring many bombers. I also won almost all German campaign only by air force, in Verdun and Somme there were no ground troops, just countless fighters and bombers claiming new and new territories.
As for unability to win by air force, I think this won't be exacly so - you will be able to just paradrop in a territory near city (I've heard paradrops will be allowed in RoN). by the way, will fighters be able to attack ground targets since some epoch? Since in reality now fighters like F-117, F-18, etc. are very commonly used to take out ground targets.
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tniem
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Hope College
Apr 2000 time: 00:23
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Rushing in general should be fixed. If you would like to look at a longer thread on this issue, take a look at this one: http://apolyton.net/forums/showthre...&threadid=54318 .
I also wrote a long column on this issue but it was never published. But I think ideas on solving rushing are vital to the vitality of RTS.
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tniem
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Hope College
Apr 2000 time: 00:23
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quote: Originally posted by UberKruX
i'm curious as to how the "early game rush" is being combatted, not so much the late game buildup being discussed.
whats to stop someone from attacking me 10 minutes into the game? Attrition seems fairly good, but how effective is it? |
Uber,
From what I have read, BHG solution to early game rush is a rule that is optional that you cannot attack until a certain tech is reached, such as gunpowder. There, as far as I know, has been no attempt to end early game rushing through game strategies or elements of the ingame engine except attrition, which you pointed out has not been explained to as how effective it really is.
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Blue Moose
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Columbus, Ohio USA
May 1999 time: 00:23
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Supply issues should make rushing a tactic that can't really be used, except on very small maps (where starting cities are very close to each other). Seems to me this is the main way RoN handles rushing.
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