Is quickwalling good or bad for this game?
In all games of HC3 there were plenty of amazing quick-walling successes (and fails), but there was one particular Ravines game that stood out to me:
One player strategically walled, while the other left his base entirely open, relying on his ability to quickwall, to some succes, negating a camel-raid.
This got me thinking, isn't Aoe2 a strategy game?
Should a bad strategic choice not be punished? Should aggression, when executed correctly and timely, not be rewarded? Should walling not be an inherently costly and slow strategic choice?
Quickwalling gives the benefit of economy & speed (no walls) with the benefit of safety (walls).
How do you think the game would look without quickwalling? (Fun of playing, balance, entertainment value, civ/map picks) For arguments' sake let's say:
What if foundations were walkable?
In my opinion I think this would throw the game wide open in every direction, as build-orders would become less strict as leaving your eco unprotected can be punished more easily. While players might be more inclined to wall; it would also be a lot harder to pull off.
While a small cost to entertainment value for impressive quickwall micro, I would imagine a larger gain in strategic diversity, more villager kills and more unit-to-unit combat/micro.
Thoughts?
In all games of HC3 there were plenty of amazing quick-walling successes (and fails), but there was one particular Ravines game that stood out to me:
One player strategically walled, while the other left his base entirely open, relying on his ability to quickwall, to some succes, negating a camel-raid.
This got me thinking, isn't Aoe2 a strategy game?
Should a bad strategic choice not be punished? Should aggression, when executed correctly and timely, not be rewarded? Should walling not be an inherently costly and slow strategic choice?
Quickwalling gives the benefit of economy & speed (no walls) with the benefit of safety (walls).
How do you think the game would look without quickwalling? (Fun of playing, balance, entertainment value, civ/map picks) For arguments' sake let's say:
What if foundations were walkable?
In my opinion I think this would throw the game wide open in every direction, as build-orders would become less strict as leaving your eco unprotected can be punished more easily. While players might be more inclined to wall; it would also be a lot harder to pull off.
While a small cost to entertainment value for impressive quickwall micro, I would imagine a larger gain in strategic diversity, more villager kills and more unit-to-unit combat/micro.
Thoughts?