Mid Round Problems
Ok so I was looking at which construction to build next tick (140), I realised at that point that 2 were completly pointless.
Amps+Dists
Now that the round has started, these 2 are not worth even attempting to build. Going amps means i'm behind the people dist whoring. And building dists means i'm behind the alliance scanners.
So imagine new players starting at tick 600+ and dont have access to alliance scanners, cruel tbh.
I'm thinking this only occurs when you have a fixed Amps > Dists formula, removing the chance created a problem to the new players.
Also imagine if we removed Amp+Dists, it still means alliance scanners at the very start of the round (players needing to get ahead will ignore waves),
As the round progressed, alliance scanners are less and less required. Which means they could focus more on playing the combat game (if they wanted to of course).
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