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Beginning cooldown 
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Faith implies fate
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Joined: Wed Jun 22, 2011 1:23 am
Posts: 149
Location: Serbia
Post Beginning cooldown
Because many player has strong fragger temper and start attacking players on the same beginning, they keep killing miners other team is on the loosing immediately. They are wondering to take non-harvesting class to fight back and spent all of the money they have, or to go to suicide mission, to desperately take one last tiberium crystal. I wrote the same idea on strategy subforum in other words. Orca can save it but it can't always.

Is this an improvement to an already-existing feature, or a new feature entirely?
It's a new feature. Cooldown on the same beginning. Within 3 minutes.

If an improvement, what original feature is it improving upon?
This doesn't exist in any original feature or previous versions.

How would this work?
One of these three:
1. Within 3 minutes there's barricade seperating 2 bases (invisible or visible wall);
2. Enemy cannot attack eachother within 3-minutes;
3. Stronger classes are required to purchased in research centre for 1000$, for instance.

Can you give an example in how useful this feature would be?
Teams start balanced in money and have enough time to organice defense and attacks and they can harvest in peace for short amount of time.

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'sSs' Ermac ~ "Wasteland is harsh"


Tue Jun 28, 2011 5:09 am
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Joined: Sun May 16, 2010 5:08 pm
Posts: 250
Post Re: Beginning cooldown
This sounds majorly handholdy. (No.)


Tue Jun 28, 2011 6:49 am
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Joined: Wed Apr 14, 2010 4:34 pm
Posts: 1228
Location: Finland
Post Re: Beginning cooldown
This just won't work.


Tue Jun 28, 2011 11:40 am
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