Merlin wrote:I've been thinking about ways to combat cheese, so I'll share my thoughts.
I call it: segmented health with rapid health regeneration, or SHRHR...?
What that means is that buildings regenerate HP rapidly, but stop once they reach a cap that is set by the health segment. If a tower gets damaged below that segment threshold, then they can only regenerate up to that point. I think I can explain better with examples.
Let's say towers have health segmented into 1/3 chunks, so 600/1200/1800. If a tower gets damaged to 1450, it will regen to full, but if it gets damaged to 850, it will only regen to 1200.
Another example: keeps are segmented into 1/4 HP chunks, so 1000/2000/3000/4000. If a keep gets damaged to 2800, it will regen to 3000, and you probably get it so I'll move on.
Of course health regeneration would only start after the building hasn't taken damage for a short while. How soon after, how fast they regen, and how many segments there are could be determined with a bit of testing, but I think it's best to have a small number of segments and fast regeneration because this promotes large attacks, and makes small cheesy attacks less effective.
You could display these things on the map using the buildings' mana, assuming it's possible to trigger these types of fractions. You could also add visual queues, like smoke and fire, and maybe some type of event when a building falls below a threshold.
- A tactic involving one or more players suddenly attacking an undefended enemy structure with the intention of destroying it before the enemy has the time to react. Usually performed as a last-ditch effort, or timed to coincide with a diversionary attack at another location.
- A strategy involving short and rapid, but sustained bursts of aggression against enemy structures with the overall goal of causing maximum damage while minimizing personal risk by staying back and only exposing oneself while casting.
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