Thread: The 11th unit
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Old 05-30-2008, 07:29 AM   #1 (permalink)
Reaper
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The 11th unit

I've always thought of how adding 1 more potential unit could change the gameplay entirely. I usually think of this when I'm making a new set, and just that extra needed 11th unit placed in that exact spot would make the form perfect, but alas, 10 unit max. = = "

So what are your thoughts on this?

Would it make rushes more powerful (better clerickill on both sides)?
Turtles easier to defend (extra furgon)? harder to?
Freezers less powerful (more units to freeze, defocus)?
Bombs more effective (spread damage, more likely chance of units clumped)?

Would it even make a difference at all?

I do understand that if you get an extra unit, your opponent gets an extra unit. So 1 for 1 unit addition, why would it make a difference?

Well ask yourself if a 9 vs. 9 unit game is any different than a 10 vs. 10 unit game?
How about an 8 vs. 8, 4 vs. 4? The effects of some units increase as number of units left on the playing field decrease (frost, enchant, furgon). Wouldn't some units' effects decrease/increase as number of units increase?
Its a bit of an exaggeration, but it gets the message through. Also, 1 unit can change the entire strategy, such as a furgon, dsm, stone.

Although there are inherent potholes in this logic, try to look past that and input in your tactical/strategic opinions. Maybe even post some your sets before (10 units) and after (add 1 more unit), and see how much better it can be.

Example:

10 units

11 units


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