Long story short.
I am experimenting with the usefulness of walls.
After walls, meat units are next by the same idea. All the way to support units.
And the idea is that players may target anything on the board. As long as it is in range. This rule is more loyal to most RTS games. And takes away a big weight of complexity.
NORMAL version:
-Walls block projectiles for the hex they are standing on.
-Walls block movement for the hex they are standing on.
-Wall size is a factor.
OLD version:
-Is the same as the normal version. But size didn't matter.
EXPERIMENT version:
-Walls do not block projectiles.
-Walls still block movement for the hex they are standing on.
What other function could walls have?
(-Reduces opponents range by 1, X, distance?)
Looking into RTS. I see no other good answer.
Except for creating a blockade and reducing range.
What else is out there?
***
Consequences for the time being.
Obviously support units are the first victims now. But they are rebalanced in such a way that they can do their job. In other words, they will be doing a bit more damage.
Meat units get the same benefit of the rebalance. But they get more health instead.
Normal units remain normal.
Walls are now even cheaper. But have lost their most important function. Their function to protect.
***
If range reduction is THE answer.
Then any unit could take this function.
The cheaper costs would not be needed any more.
The difference with the OLD game would be that any hex behind the hex with walls is now protected.
Artillery gets a little bit more useful this way as well. Seeing as not only certain terrain blocks projectiles, but opponents as well.
But I would be replacing one rule with another. Given, the rule would be simpler after change.
With this logic, terrain too will finally be simplified in stopping projectiles by reducing range.
***
So... any more idea's to add and test?
I have the feeling I am forgetting something.
Yes. Even used for training your own.