Arcen Games

General Category => AI War II => AI War II - Gameplay Ideas => : kasnavada September 12, 2016, 04:30:36 AM

: No More Home Command Stations For Players
: kasnavada September 12, 2016, 04:30:36 AM
From the design document:

2.h. No More Home Command Stations For Players
In AI War Classic, the way that the player team loses is if all of their home command stations are destroyed.  In a multi-planet start, you have one per world you started with; in multiplayer, each player has one per planet they start with (usually one per player); and in a default game, you have just one, period.

This is your King, in a Chess sense: it dies, and it doesn’t matter what you have left: you lose.  This works super well, so we thought: “eh, let’s ditch it.”

In seriousness, this was actually a suggestion from zharmad, although his suggestion was far more involved and a completely different game mode.  That would still be a potentially interesting thing to explore as well, but for now it was an idea that stuck in Chris’s head, and led unexpectedly to this.

So!  Here’s how this will work, and it’s actually super simple and not that big a deal in the end:
You get no home command station, but the idea of a King unit is still there.
Instead, you’ll have a large and moderately powerful starship that is mobile, but not super-duper fast.
This starship will be armed, so it can actually defend itself from small threats.
Using the tech upgrades system, you can redesign it so that it is more to your tastes or more beefed-up in general… though probably at an unfairly exorbitant science cost.  The idea is that generally you’ll want to upgrade this as a last resort.
This “mothership” style starship (whatever we wind up calling it) is still the King in the Chess-sense.  It dies, and you have lost.
However, it’s no longer limited to a specific world, which is quite nice.  This will let you actually move it into a more defensible position if need be, rather than being stuck having to defend it somewhere that you hate.
Having a lobby option where you can’t move it is certainly also possible if some folks really want that “play it as it lies” sort of experience.
You’ll still capture planets using command stations, so interestingly it will be possible to still be alive and in the game, but have no planets under your control!
In that situation you’re basically a refugee, and will need to figure out some way to capture another planet back before the AI fully finds you and finishes you off.
We already kinda-sorta had something along these lines when it came to the “command station cores” in multiplayer in AI War Classic (the idea of these will be retained in AI War II, also, by the way).
Basically after one player dies in a multiplayer game, they would get a “command station core” on one of their allies’ planets.  This would act as their new command station, and it was mobile and could travel between planets, etc.
However, it was defenseless, SUPER slow, and produced even more resources than your command station did during the regular game (to offset the AIP jump that happened when you lost your command station, and the fact that you have no planets anymore and thus don’t want to feel absolutely powerless while your friends play and have fun).
The neat thing about having a “King unit” that is mobile is that it lets you react to the situation more.  Heck, your king can move in Chess after all; it’s actually pretty important that it do so...

This opens up a lot of possibilities with the minor factions and / or AI actually moving to take territories now.
Also solves the issue of a start too near places that after all cannot really be defended properly, even more so given the changes stated just above. And, relocating the king to other places being possible now, I can almost feel the stress obtained when trying to relocate, but having to go through hostile territory.

It'll also help with simplifying supply lanes. As your homeworld was too important to be lost, I think most people used it as their main base of operation before. Now it'll be easier / saner to move it.

I love this !!!
: Re: No More Home Command Stations For Players
: Lord Of Nothing September 12, 2016, 06:21:56 AM
Chiming in just to say that I love this as well.
: Re: No More Home Command Stations For Players
: Pumpkin September 12, 2016, 07:22:56 AM
I don't like the moving Human home-thing just because of conservatism. I don't see/feel the new possibilities, just a change in the territory building approach. No strong feeling here, and I might be already in the process of changing my mind. Maybe if it roots in the Supreme Commander philosophy ("You are here. If you die, you die.") it could seduce me, but it would fight against the "nobody loose before everybody loose" philosophy in multiplayer. So maybe having one "bridge" ship (or just actual flagship) where all the players / incarnated commanders are and give orders from... Or say "if your personal bridge-ship is destroyed, you escape in a shuttle / are teleported into a friend's bridge ship. Maybe having the destroyed bridge/flagship spawn a shuttle that needs to be moved to a friend's flagship... but what would happen if that shuttle gets destroyed? Nah, startreck-teleported into a friend's flagship is fine. So you don't control "your" flagship anymore but you can still give orders. It just needs to be explained somewhere. I'm okay with new mechanisms as long as I can believe in them from a thematic standpoint. So yeah, maybe I'm already sold on that. Just be explicit with "how it works".

However I think I won't like moving AI home-things (at least not until the endgame). I think it would break the carefully conquest planning required for approaching the "center" of the AI's territory. But maybe it won't, I don't know. You'll need to sell me on that idea first. But for now, it would be a clear "nope" for moving AI home-things.

Ah, maybe something like an option or Minor Faction where, once destroyed, the AI Home Command Stations Cores use a sort of fail-safe that isolate the quantum computer thing inside into an escape shuttle, spawn an Avenger and is indestructible while the Avenger is alive, giving time for the quantum-computer-shuttle to escape and you'll have to hunt it down after the Avenger. Or if you have an insane firepower you could make short work of the Avenger and destroy the shuttle before it escapes.

I digressed, didn't I?
: Re: No More Home Command Stations For Players
: Tridus September 12, 2016, 08:04:31 AM
Ooh, mobile home. I like it! Helps to make the game more dynamic, since you can lose your home system and survive, especially if you've got a stronghold somewhere else you can retreat to.
: Re: No More Home Command Stations For Players
: Pumpkin September 12, 2016, 08:11:52 AM
Ooh, mobile home. I like it! Helps to make the game more dynamic, since you can lose your home system and survive, especially if you've got a stronghold somewhere else you can retreat to.
Yeah, that's what is slowing convincing me. "Choose your stronghold after game start." Why not... Also, I think in a multiplayer game, players would make the same choice of where to park their "kings", so having one for the whole team wouldn't be a big downside, while being clearer on the defeat condition, IMO.

(Happy 1,000th post, BTW. :D)
: Re: No More Home Command Stations For Players
: z99-_ September 12, 2016, 08:14:23 AM
It would be interesting if this was combined with the home command station giving a big salvage boost. You could either play it safe and keep your home starship far back, or put it on the front line - that would give a big boost to your economy based off of how many enemy ships are being destroyed on the planet, but if your first line of defenses fall, it's all over.
: Re: No More Home Command Stations For Players
: PokerChen September 12, 2016, 08:24:58 AM
Alternatively to the bonus salvage, the home command station could by default give a convincing offensive and defensive boost to represent how commanding is easier when you are physically present as opposed to having to b work over communication channels.
: Re: No More Home Command Stations For Players
: kasnavada September 12, 2016, 08:26:11 AM
Ooh, mobile home. I like it! Helps to make the game more dynamic, since you can lose your home system and survive, especially if you've got a stronghold somewhere else you can retreat to.

Or retreat to a minor faction stronghold.

Also, +1 to zharmad (because I don't like salvage, and because I like his idea).
: Re: No More Home Command Stations For Players
: Pumpkin September 12, 2016, 08:29:45 AM
There is room for "command flagship" dedicated techs / upgrades. I think these salvage/attack/defense planetary boosts are great candidate for that. I'm not convinced by combat upgrades for it, but "commanding" perks sound great and thematic!

Maybe exponentially increasing price (if you give it a planetary boost, the next will cost twice Knowledge).
Maybe one among N (choosing one planetary boost tech locks the others)
Eh, I'm not satisfied with my own suggestions...
: Re: No More Home Command Stations For Players
: chemical_art September 12, 2016, 08:30:00 AM
Good stuff
: Re: No More Home Command Stations For Players
: Tridus September 12, 2016, 08:49:19 AM
(Happy 1,000th post, BTW. :D)

Thanks! Always happy when I go up a mk level. :D
: Re: No More Home Command Stations For Players
: Draco18s September 12, 2016, 11:45:12 AM
I like the fact that it has its own guns.
: Re: No More Home Command Stations For Players
: skrutsch September 12, 2016, 12:04:18 PM
Cool, now I can envision myself as the plucky upstart, with nothing but a ship and some credits I got from selling my old landspeeder.  :D
: Re: No More Home Command Stations For Players
: Mánagarmr September 12, 2016, 12:13:06 PM
I like the idea for no other reason than more options. However, I feel there needs to be a use for this command station other than "It moves and shoots". Is there any reason to have it anywhere but in the most defended spot ever?

Think the Commander unit from Supreme Commander, or even further back, Total Annihilation. The Commander had a function, especially in the early game beyond being "The King".
: Re: No More Home Command Stations For Players
: Minotaar September 12, 2016, 12:19:32 PM
This seems great! The home command station is certainly a bit frustrating the way it was in AIW1.

I think it's really important to make sure that this ship can't be moved by accident. I've had a whole bunch of missions with a "don't lose this unit" condition ruined in other games because of accidentally box-selecting said unit into battle, especially when it uses the same sprite as a standard unit or is otherwise hard to distinguish.

So either exempt it from box-selecting or have separate mobile and immobile modes with set-up time (like a Starcraft siege tank, but longer times). I like the second option more. If we are slapping planet-wide bonuses on this, it would make sense that they only work after a set-up period, to make moving have more weight to it. (Kind of like moving your capital in normal 4x games)

Dedicated upgrades sound cool, but perhaps we should be careful with encouraging offensive use, or cheese will be on the menu. :)

PS: Wow, I didn't realize how much I missed these forums. Feels good to be back :)
: Re: No More Home Command Stations For Players
: Pumpkin September 12, 2016, 12:39:32 PM
So it would be an option? Or a sort of Minor Faction?

Default: immobile Home Command Station.
MF Activated: Command Flagship.

A journal entry would welcome the player with something like "Hey, boss, we found that old Flagship from the previous AI War. It was there when the first AI got its artificial ass kicked. We repaired and overhauled it to be used as a mobile command bridge. I'm sure you don't want to command your army from an immobile command station, right?"

Optional, fun... everybody is happy.
: Re: No More Home Command Stations For Players
: Tridus September 12, 2016, 01:51:49 PM
So it would be an option? Or a sort of Minor Faction?

Default: immobile Home Command Station.
MF Activated: Command Flagship.

A journal entry would welcome the player with something like "Hey, boss, we found that old Flagship from the previous AI War. It was there when the first AI got its artificial ass kicked. We repaired and overhauled it to be used as a mobile command bridge. I'm sure you don't want to command your army from an immobile command station, right?"

Optional, fun... everybody is happy.

I'd support that with the default being reversed (ie: default is flagship).
: Re: No More Home Command Stations For Players
: PokerChen September 12, 2016, 01:52:23 PM
Yeah, a deploy option is probably a good way to not accidentally send Tanya on a face-off against a platoon of tanks.

Whether mobility is on by default with a lobby option to disable or the converse, doesn't really matter all that much to me.
: Re: No More Home Command Stations For Players
: kasnavada September 12, 2016, 01:53:50 PM
So it would be an option? Or a sort of Minor Faction?

Default: immobile Home Command Station.
MF Activated: Command Flagship.

A journal entry would welcome the player with something like "Hey, boss, we found that old Flagship from the previous AI War. It was there when the first AI got its artificial ass kicked. We repaired and overhauled it to be used as a mobile command bridge. I'm sure you don't want to command your army from an immobile command station, right?"

Optional, fun... everybody is happy.

I'd support that with the default being reversed (ie: default is flagship).

In the design document it's written that default is flagship. Extract of the OP of the design doc:

Having a lobby option where you can’t move it is certainly also possible if some folks really want that “play it as it lies” sort of experience.
: Re: No More Home Command Stations For Players
: Pumpkin September 12, 2016, 02:41:08 PM
Yes, indeed, mobility is default in the design document. I would suggest to make it the other way around, but let's see the details, shall we?

1. Conservatism first.
Just a little thing. I believe the most conservative option should be the default one.

2. Easiest first.
Well, indeed, immobile home-thing sounds like a challenge when there is the possibility to move it somewhere in the game, so new players could get used to an easier, more forgiving / flexible gameplay before increasing the difficulty by enabling the "don't move" challenge.

3. Thematic.
Coming from AIW1, I feel the immobile is "normal" and the mobile should find a justification ("we found and overhauled an old flagship"). But that could be true for the other way around. Let's see. If the default is "players/commanders come in with their personal bridge-flagship", then what is the justification for the immobile twist? I can imagine something like "We just met the AI Special Forces and the Riot Control Starships completely destroyed the engines of our bridge-flagship; it would take months to repair/rebuild a special piece like this, and it seems we're immobilized until the end of this conflict."

Good job, Pumpkin, you sold yourself to the enemy.
Ah, okay, make the mobile version the default option.
 ;D
: Re: No More Home Command Stations For Players
: Captain Jack September 12, 2016, 02:45:39 PM
Yes, indeed, mobility is default in the design document. I would suggest to make it the other way around, but let's see the details, shall we?

1. Conservatism first.
Just a little thing. I believe the most conservative option should be the default one.

2. Easiest first.
Well, indeed, immobile home-thing sounds like a challenge when there is the possibility to move it somewhere in the game, so new players could get used to an easier, more forgiving / flexible gameplay before increasing the difficulty by enabling the "don't move" challenge.

3. Thematic.
Coming from AIW1, I feel the immobile is "normal" and the mobile should find a justification ("we found and overhauled an old flagship"). But that could be true for the other way around. Let's see. If the default is "players/commanders come in with their personal bridge-flagship", then what is the justification for the immobile twist? I can imagine something like "We just met the AI Special Forces and the Riot Control Starships completely destroyed the engines of our bridge-flagship; it would take months to repair/rebuild a special piece like this, and it seems we're immobilized until the end of this conflict."
Hmm... Something here speaks to me. What is it? Zoom and enhance!

3. Thematic.
Coming from AIW1, I feel the immobile is "normal" and the mobile should find a justification ("we found and overhauled an old flagship"). But that could be true for the other way around. Let's see. If the default is "players/commanders come in with their personal bridge-flagship", then what is the justification for the immobile twist? I can imagine something like "We just met the AI Special Forces and the Riot Control Starships completely destroyed the engines of our bridge-flagship; it would take months to repair/rebuild a special piece like this, and it seems we're immobilized until the end of this conflict."
Hmm. Enhance again!

the mobile should find a justification
When you're ready Chris.  :D
: Re: No More Home Command Stations For Players
: chemical_art September 12, 2016, 03:25:02 PM
Yeah, a deploy option is probably a good way to not accidentally send Tanya on a face-off against a platoon of tanks.


Good times.
: Re: No More Home Command Stations For Players
: Tridus September 12, 2016, 03:29:47 PM
the mobile should find a justification
When you're ready Chris.  :D

What, you mean other than "fighting an all powerful, ruthless opponent by keeping our entire leadership in a single stationary location is a really stupid plan"? ;)

Unless the home command station is some kind of massive fortress that is heavily defended, it doesn't make sense to leave it stationary. You've made the head of the resistance a sitting duck. Why do that when you can make powerful ships and be able to escape if needed?

The thematic justification is obvious. Gameplay wise, it seems clearly superior to me because you get the option to flee if things go badly in a given system, and that gives the AI a chance to be more aggressive without it being a constant game over situation.

The king isn't a fast moving piece, but he's not stationary for a reason.
: Re: No More Home Command Stations For Players
: kasnavada September 12, 2016, 03:35:31 PM
Also, it's not exactly a far reaching idea. Armies and even firefighters have used mobile command centers, or similar concepts, for quite a while now. If not since the start of warfare, for all we know.
: Re: No More Home Command Stations For Players
: Tridus September 12, 2016, 04:44:25 PM
Also, it's not exactly a far reaching idea. Armies and even firefighters have used mobile command centers, or similar concepts, for quite a while now. If not since the start of warfare, for all we know.

Genghis Khan sure didn't sit in an immobile base far from the front. :)

: Re: No More Home Command Stations For Players
: Pumpkin September 12, 2016, 04:45:49 PM
Also, it's not exactly a far reaching idea. Armies and even firefighters have used mobile command centers, or similar concepts, for quite a while now. If not since the start of warfare, for all we know.

Genghis Khan sure didn't sit in an immobile base far from the front. :)
Genghis Khan didn't have remote galactic fleet control. :P

Just kidding. I totally agree with Kasnavada on that.
: Re: No More Home Command Stations For Players
: kasnavada September 12, 2016, 04:54:45 PM
Genghis Khan didn't have remote galactic fleet control. :P

That's what they want you to believe 8).
: Re: No More Home Command Stations For Players
: Coppermantis September 13, 2016, 05:30:10 AM
I like this a lot. Gives a Battlestar Galactica sort of feel, and makes losing your starting system not an immediate game over. If it starts with a lot of resources it's a major loss, but could lead to some neat "retake the capital" scenarios like you might get in Civ or Crusader Kings.
: Re: No More Home Command Stations For Players
: Yavaun September 14, 2016, 06:37:52 PM
This does sound interesting. However, there are lessons to be learned from other games which had this (supreme commander for example). But let's adress the obvious question first:

There is a lot of strategical choice in your initial home planet selection and having a mobile command station will dilute this. Just want you to think about it. That is all.

... and now to the lessons:

1. A combat-ready king is often nothing but wasted potential.
In games like Supcom where you have a mobile ACU which if dead ends the game for you and which has some very decent fighting power is often left even behind the last line of defense because the risk of losing it is simply too high. Unless you make it as durable as a golem there is no way people (generally) are going to risk losing it just to get some extra dps. Slow and steady wins the race. Why take the risk? Not even the fact that your ACU has an ability with unmatched power (overcharge) could lure people to use it offensively unless as a last ditch effort or during the very early stages of the game where there are no armies that can contest the king.
So what the guys at Gas Powered Games did in their sequel was to greatly increase it's mobility. Through extensive research (and costs) you could unlock additional movement abilities which almost garuantee you being able to disengange if something goes wrong or you lose control of the situation.

I think this is something a mobile, combat oriented home command station would require too - especially in a game like AI wars where one of the AI's core traits is being unpredicable. If you move your HQ and the AI all of a sudden throws all the threat and strategic reserve it has at it you need to be able to escape (unless there is nowhere to escape to). Otherwise you shouldn't have moved it in the first place which defeats the purpose of a mobile HQ.


2. Some people still didn't like the idea- so they added OPTIONS to trade combat power for economical boost.
I think this is something AI War II could use as well. Something along the lines of "permanently settle your HQ - get an economical boost (like an extra generator) in return".


Then again, if you're fine with another ship which is "useless" 99% of the time but provides you a spectecular last stand during the other 1% then perhaps this is just what the game needs. I can't say which one I prefer. It's just important to me that you consider both aspects.


My 2 cents.
: Re: No More Home Command Stations For Players
: Nuc_Temeron September 14, 2016, 07:46:05 PM
This idea is actually pretty great. I would like to be able to move my command station and honestly it's not that much of a departure from AIWC (are we calling it that now?). Here's some random thoughts.

The mothership should also be a carrier for cleanup drones and any other kind of drones that seem sensible. Make it like a Neinzul carrier kinda. It should be painfully slow and not particularly formidable. Please give it a force field ha.

Also, when moving, you shouldn't be able to collect resources and/or do some other thing that you can do when you're not moving that is important, in order to make it a "decision" instead of just an innate ability. Perhaps it could be like a transformer ship, you can pay some cost to switch it into mobile mode, and then you'd better hurry up and figure out where to get it back into stationary mode so you can start collecting resources and/or doing that other thing that you do when you're stationary.

Also, perhaps going through warpgates would have some additional cost associated with it.

Thinking of Starward Rogue here, what if we could have a variety of motherships to choose from at the beginning?

: Re: No More Home Command Stations For Players
: Cinth September 14, 2016, 08:17:43 PM
AIWC (are we calling it that now?)

The AI War forum has been renamed AI War Classic, so it's official for terminology purposes ;)
: Re: No More Home Command Stations For Players
: PokerChen September 15, 2016, 03:25:58 AM
Mobility to the HQ? How does an emergency warp drive sound? Say, automatically trigger at 40% health, teleports your home command to a friendly command centre in an adjacent system. Has cooldown.
: Re: No More Home Command Stations For Players
: skrutsch September 15, 2016, 07:42:06 AM
What if we decouple/separate the concepts of "lose this immobile thing and you lose command of this planet" and "lose this thing and you lose the whole game"?

Put your HQ on a mobile ship (decent defensively, no offense so "commander rush" tactics in the very early game are discouraged) and also have a normal command station on your starting planet.  This makes things easier conceptually for newcomers -- "You start with one of these command structures, you'll build more as the game progresses."  And now you can explore ideas that reduce HQ effectiveness while moving, etc.

Finally, this suggestion supports every other suggestion made in this thread, so it should be an easy sell to all of you.  ;D
: Re: No More Home Command Stations For Players
: Mánagarmr September 15, 2016, 08:20:04 AM
What if we decouple/separate the concepts of "lose this immobile thing and you lose command of this planet" and "lose this thing and you lose the whole game"?

Put your HQ on a mobile ship (decent defensively, no offense so "commander rush" tactics in the very early game are discouraged) and also have a normal command station on your starting planet.  This makes things easier conceptually for newcomers -- "You start with one of these command structures, you'll build more as the game progresses."  And now you can explore ideas that reduce HQ effectiveness while moving, etc.

Finally, this suggestion supports every other suggestion made in this thread, so it should be an easy sell to all of you.  ;D
Not a terrible idea.
: Re: No More Home Command Stations For Players
: Sestren September 15, 2016, 05:22:36 PM
What's wrong with commander rushing in the early game? Why is everyone on edge trying to prevent it? Its not like you hardly ever lose the early game anyway, it would only help speed things up.
: Re: No More Home Command Stations For Players
: skrutsch September 15, 2016, 07:57:08 PM
What's wrong with commander rushing in the early game? Why is everyone on edge trying to prevent it? Its not like you hardly ever lose the early game anyway, it would only help speed things up.

I dislike encouraging micromanagement, and I find it less elegant to have a tactic that works well early in a game but not late in the same game.

I'd be more willing to support a commander which got stronger as the game progresses, more elegant at least!
: Re: No More Home Command Stations For Players
: Mánagarmr September 16, 2016, 03:10:06 AM
What's wrong with commander rushing in the early game? Why is everyone on edge trying to prevent it? Its not like you hardly ever lose the early game anyway, it would only help speed things up.

I dislike encouraging micromanagement, and I find it less elegant to have a tactic that works well early in a game but not late in the same game.

I'd be more willing to support a commander which got stronger as the game progresses, more elegant at least!
Except if you do that, the optimal strategy is to bring it to any battle, makeing it extremely easy to trap the AI, as the AI knows it can win simply by killing the "commander". So it's the gap-in-the-wall problem all over again.
: Re: No More Home Command Stations For Players
: Tridus September 16, 2016, 07:43:47 AM
It'd be okay in the early game, but as the game goes on the AI is going to have more firepower to bring to bear against it, increasing the risk of it being blown to smithereens (and a game over) very quickly in an engagement, so you won't want to bring it at all.

That makes bringing it kind of a newbie trap, where they learn early on that it's useful to bring, right up until it gets them killed.
: Re: No More Home Command Stations For Players
: Pumpkin September 16, 2016, 01:16:56 PM
It'd be okay in the early game, but as the game goes on the AI is going to have more firepower to bring to bear against it, increasing the risk of it being blown to smithereens (and a game over) very quickly in an engagement, so you won't want to bring it at all.

That makes bringing it kind of a newbie trap, where they learn early on that it's useful to bring, right up until it gets them killed.
Avoiding a learning-curve trap could be an interesting thing to weight in the "weapon or not" balance.
: Re: No More Home Command Stations For Players
: kasnavada September 16, 2016, 01:36:33 PM
It'd be okay in the early game, but as the game goes on the AI is going to have more firepower to bring to bear against it, increasing the risk of it being blown to smithereens (and a game over) very quickly in an engagement, so you won't want to bring it at all.

That makes bringing it kind of a newbie trap, where they learn early on that it's useful to bring, right up until it gets them killed.
Avoiding a learning-curve trap could be an interesting thing to weight in the "weapon or not" balance.

I don't know for you, but that kind of sells the flagship into "not weaponized" territory to me. Also, should it be giving bonus to an entire battlefield, then I think it should require a command station to relay the bonus. Or to fire its weapons, it weapons are to stay.

I had not realized the implication that people would bring a win or death mecanism in danger for the extra firepower.
: Re: No More Home Command Stations For Players
: Pumpkin September 16, 2016, 01:38:53 PM
I had not realized the implication that people would bring a win or death mecanism in danger for the extra firepower.
Play Supreme Commander Forged Alliance.
Beside, it's a great game.
: Re: No More Home Command Stations For Players
: kasnavada September 16, 2016, 01:45:39 PM
I had not realized the implication that people would bring a win or death mecanism in danger for the extra firepower.
Play Supreme Commander Forged Alliance.
Beside, it's a great game.

Finished both years ago... but irrelevant IMO. AI War is asymetrical, too complex already, brutal in its mechanics, and units are going to be waaaay more numerous now. And, the commander in SC rarely rushes or attack anything. Last thing I want is newbies learning bad things.
: Re: No More Home Command Stations For Players
: Pumpkin September 16, 2016, 01:54:13 PM
Finished both years ago...
8) ;D

Last thing I want is newbies learning bad things.
That makes bringing it kind of a newbie trap
I completely agree.