#Rework of Ressource gathering for humans

1 messages · Page 1 of 1 (latest)

cold estuary
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I love the huge slow harvesters but rely only on them is painfully, cause they are slow in late game (mlving a lot to get to ressource fields)and create some huge gaps where the humans has no ressources left and need to wait painfully long until a harvester comes back. That are my ideas:

  1. Scouts are currently 100% useless. To slow to really scout. To weak to do any damage. Its just a spawn class to change into bether classes. The Dcout should get an Ability to place a beacon. That beacon spawns a drone hat HQ which fly to the beacon and start to harvest in a small area around it. Maybe 200 minerals until its full then it fly back to HQ to deliver ect. That gives humans a second way to earn minerals, focus the fight more on map control insteat of just running to the enemy base. It also gives scouts a usefull role also in endgame and RTS Player need to balance between Eco and Combat.

  2. Harvesters could get an expensive lategame Upgrade option, where ot spawn a collector plane which land on the harvester, get the minerals and bring ot to the refinery while the harvester could stay in place and conrinue to harvest.

  3. Units should be able to get a guard order so they are tied to the harvester and protect them all time. Make using them a lot safer.

fluid token
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I think 2 might already be planned considering the huge helipad on the back of this thing.

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3 sounds good though 👌🏻

fringe dust
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Only way I'd say this would be fair is if bugs got larger supply deposits as to me I think the race to tanks and Goliaths is already too fast. Not really any mid tier gameplay happening most games