Building Layout Preview
[p]Greetings, commanders![/p][p]Over the past few weeks, we have been testing the 1.7.0 patch on the test server. Since the number of BUGs found during the test is more than we expected, we have decided to reschedule the release date of Update 1.7.0 from the originally planned August 21st to August 28th, so that we have enough time to ensure a stable launch of 1.7.0.[/p][p]Players on the test server have also raised many questions regarding the building layout. So I would like to take today's preview post as an opportunity to answer these questions. Today's preview is like a short essay explaining our design goals, and you can be the professor if you want.^_^[/p][p][/p][h3]What is the building layout?[/h3][p]The building layout consists of a series of buildings on the map. In version 1.7.0, there are 8 different building layouts, and currently, all building layouts are composed of the following 3 types of buildings:[/p][p][/p][p]
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See you on the battlefield, commenders![/p]
- [p]Defense Wall: Defensive walls that block enemy fire. They retract into the ground when friendly units approach, allowing them to pass through.[/p][p][/p]
- [p]Anti-Armor Cannon: A slow-firing cannon that's effective against heavy units. It takes 10 seconds to reload after every 6 shots.[/p][p][/p]
- [p]Rapid-Fire Cannon: A fast-firing cannon that's effective against light units. It takes 2.5 seconds to reload after every 6 shots.[/p]
- [p]Currently, the building layout only appears in 1v1 and 2v2 battles.[/p]
- [p]At the start of each game, the system selects 1 from 8 building layouts.[/p]
- [p]Buildings appear on the battlefield in round 1.[/p]
- [p]The building layouts of the two opponents are always mirroring or flipping each other.[/p]
- [p]All destroyed buildings will be rebuilt at the start of a new round.[/p]
- [p]Buildings cannot be upgraded or moved.[/p]
- [p]Add more information to the round 1 board, reduce the randomness of round 1, and make round 1 gameplay more strategic.[/p]
- [p]Encourage less formulaic and more emergent strategies by having a different building layout for every game.[/p]
- [p]Reduce the snowball effect in the early rounds of a game.[/p]
- [p]After adding more info to the round 1 board, we may now take the opportunity to remove some special rules introduced to counter the random nature of round 1.[/p]
- [p]Utilize the building layout as a new balance tool for starting units.[/p]
- [p]Reduce the impact of buildings on later rounds to ensure that the final outcome of a match is still determined by units.[/p]
- [p]We are currently testing different selling prices for buildings. The goal is to ensure that players can sell buildings they don't like while not significantly accelerating the game's economic pace. We will decide on this within the next few days.[/p]
- [p]We are currently testing the impact of removing Sticky Oil Bombs from the Research Center. And we will make a decision on whether to remove it within the next few days.[/p]
- [p]We are testing the impact of the building layouts on units such as Fang, Crawler, Steel Ball, Stormcaller, Mustang, Sledgehammer, Fortress, and Sandworm, and we will finish adjustments to these units within the next few days.[/p]
See you on the battlefield, commenders![/p]