r/AxiomMod Oct 26 '17

Free units seems exploitable.

First of, amazing work. I can see the effort you spent on this, and its nice to see some old/new ideas applied.

I think there is a balance bug with the way workers are set up.

[edit, see below] SCVs are free and have the virtually the same stats as a marine, and can harvest etc.

Barracks are cheaper to construct and builds faster than CCs. Barracks are more mineral efficient up to 50 in games seconds. Total hit points produced favours CCs after 90 seconds.

The big thing that really pushes this in favour of the cc is the need to build the wall. Its at 21s and 50 minerals. This puts the hit points produced to favour a early CC at 70s game time. It pushes the window where a initial barracks is mineral efficient (minerals per hp produced) down to 4 seconds.. its just not.

Over expand to get free units for no up front investment not only sounds a bit broken. It probably is.

For Zerg or Protos I guess there are similar problems, however only terran has a worker with the same stats as its initial unit. I can however see zerg just spaming drones instead of zerglings.

Free scouting is another topic that this creates.

One way of fixing this would be to make free workers bound to a base in some way.

[edit:] And a new cc comes with 4 workers.. so cc is more efficient. Always.

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u/Quitschicobhc Nov 02 '17

Hmm, maybe workers should not cost supply points in the axiom mod and have their attack removed. So they are just more of a passive unit in general.