Edit: after some testing I think the LLT changes and eco hp changes should be addressed at two seperate times so I've updated the post to reflect this
Goal
Make the early game more accessible to new players, and decrease the chances of games stalling out or being outright won from excessive earlygame scout harass.
Proposed changes
I'm just going to quickly detail the stats I propose changing with a brief explanation here. I have a much longer and throughout writeup below for more details.
Finally I included a tweak unit + tweak def script below to test out these proposed changes so you can give feedback from real games.
All proposed changes are just that proposed, final numbers/adjustments should probably be made after much more testing
These changes prevent run-by kills from single scout/light units
For reference this still only puts their health at around half a thug HP wise.
Windmill
This will also prevent new players from accidently making death chains on accident
HP x3 ~600HP
Metal Extractor (base)
HP x3 ~600HP
Solar
Solar is actually much tanker then windmills with its closed armor
This adjustment is to keep some of the solar's innate safety value vs windmill
HP x1.75 ~600HP ~1200EHP
Adv Solar
This keeps Adv Solar tank approximately inline with the cost compared to solar
HP x1.7 ~2000HP ~2200EHP
While I can think of plenty more changes and have no doubt that there could be more added to this list, this is a good basis to start with.
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