My Issue with Unit Composition and supply

RobbinRobbin Member
edited December 2015 in Feedback

The Good:
I love that Atlas is not conforming to precedents of the RTS genre. The idea of a supply cap for each tier unit INDIVIDUALLY is definitely unique and promotes the player to use the entirety of what a squad has to offer. The fact that each player MUST be handling 4 different units each with different attack range, move speed and abilities adds depth to micromanagement and really forces a player to learn how the units interact. I like that the mass X unit strat can't be a thing.

The Bad:
My issue with a predetermined composition at max is that there's little sense of experimentation and exploration on this front. There is certainly exploration when it comes to hero compositions and upgrade build orders. But if I'm Vela and I'm against a Celesta who's purifiers are really causing my team problems, I'd like to build a few more deadeye units to counter them. These reactive composition choices can be really satisfying and I feel they are missing from Atlas.

Proposal:
Heroes have an open supply ontop of the supply caps for each individual unit.

example - right now, Vela can have 18 Wisps, 4 Deadeyes and 2 Precognitors. I'm suggesting that on top of that, Vela will have 5 points of empty supply in which: Wisps(T1) are worth 1, deadeyes(T2) are worth 2 and precognitors(T3) are worth 5
(whatever ratio is most balanced). These extra points of supply would only be accessible when the player maxes out all units or could even require a T3 upgrade which grants the player access to the supply.

This would allow the player to end up with some late game choices. "What works best with my team/against that team comp"
We're all nerds here... Here's a 4x3 matrix displaying a Vela's options if the proposal above were implemented:
T1,T2,T3
23,4,2
19,6,2
18,4,3
21,5,2

I think something like this could add a lot of depth in the realm of reactive play.

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