Hi I have few questions about walls in game, sorry if any of these has been discussed before: 1) They show up on Radar. are they intended to be like this on release? They are not in TA and I believe they should not from a strategic point of view: A) to a long range attacker, it needs him to "micro" to avoid attacking walls in Radar view and focus on more important targets. B) for a defender, he would rather have his walls undiscovered by radar when expanding his wall of china until an "on site visit" by the enemy discover it. 2) This brings another question, are we going to have walls in neutral color (grey/white) on the ground like in TA? 3) They are automatically being attacked. even though they are lower in priority. but again in TA they had to be manually targeted. is it going to be the same on release (automatically targeted) 4) are we going to have high and short walls like in TA? they serve different purposes and I would like to see the same in PA 5) are we going to be able to drag build walls like in SC? what do you think? Thanks
I hope walls become dragable and looke like walls, instead of squares But yeah its a good question, would actual radar be able to show a walls ? , i mean radar is waves that bounce of stuff. I guess it would add tactics if you could not see walls and had to scout, so you dont get spoon fed all the information with radar, which has a huge radius. Would be kinda cool if radar had one purpose, and satellites had another for more detailed spying and information.
1) Walls on radar. Debatable... the 'TA did it' argument does carry a lot of weight. 2) ... all art is temp, but in general the units are supposed to standout from the terrain. 3) Walls do have a low target priority, but they also block shots. So it looks like they are being targeted even though the unit is frequently attacking something behind the wall. 4) Not that I know off. 5) Yes.
Thanks a lot for the reply if I may add these two points together and compare them to TA: low walls can be cheaper and serve a purpose of being more of a "movement" obstacle with a low chance of stopping direct shots high walls should be more expensive, take longer to build + high chance of stopping direct shots and regarding point #1, I would really love to NOT have Radars revealing walls. I hope this argument wins.
i think not showing walls would give a good strategic aspect. the low walls could be a anti-tank obstacle, fast to build, cheap, just for stopping enemy movement, while the big walls could act like "bullet stoppers"
Thats actually a cool idea, having low wall and high wall. one to block movement and another to block movement and fire. unless ofcourse there will be units that fire up in a high enough arc to shoot over it.
Something ive been thinking about with walls or shield walls or whatever. Is that you had this wall that was a beam, when struck it would consume some of your power. Think something like that could be really awesome. you could have defence but at a cost, that if enough units is hammering it down, it will drain all your energy.
Are you suggesting some kind of shield "fenceposts" that you could string together to make a wall with individual segments? It's at least worth consideration. I imagine you could give each segment an equal amount of health regardless of its size, so you could effectively close off choke points. I suppose it also would force you to strategically place the fenceposts (for lack of a better word) to keep them away from direct fire, which presumably would knock out all segments attached to that post. It could be fun, but it could stand some refinement.
Great news as its a real pain at present to make walls for creating kill zones. Looking forward to it.