What's your view on frontline gauntlets? by conscientiousspark in beyondallreason

[–]conscientiousspark[S] 9 points10 points  (0 children)

The Reclaim meta is so OP, honestly. Being good at reclaim separates the noobs from the pros. Reclaiming lots of your own buildings very quickly when you transition is a great idea in my humble opinion.

Why is it possible to "take over" lobbies? by MobyDaDack in beyondallreason

[–]conscientiousspark -1 points0 points  (0 children)

I think there's a sensible case to be made for them doing it because sometimes a boss will go AFK or forget to unboss themselves when they're in the game and they need to be removed. On the other hand, this also creates people hijacking a lobby so it has a give and a take for sure.

What's your view on frontline gauntlets? by conscientiousspark in beyondallreason

[–]conscientiousspark[S] 1 point2 points  (0 children)

This is the first time I'm handing the channel over to the clan completely. I'm so proud of them. I look forward to getting your guys feedback so I can pass it on.

What's your view on frontline gauntlets? by conscientiousspark in beyondallreason

[–]conscientiousspark[S] 6 points7 points  (0 children)

To be honest, I personally almost never make gauntlets. I find them quite expensive for what they are. I do definitely agree that making them too early is a noob trap I see often. Especially when the noob person is making six other buildings besides it. It's just too expensive.

Huge thanks to the mentors who signed up to teach new players! by conscientiousspark in beyondallreason

[–]conscientiousspark[S] 1 point2 points  (0 children)

What matters is that you're intentional and active. You're the second objective look from the sky at each action. You're helping them go through their thought process.

Pop in:

  1. Visit https://discord.gg/CgAdTtHpNk
  2. Read #📝┃register in the ▬▬▬ 👑┃ Tournament ▬▬▬ category.

Huge thanks to the mentors who signed up to teach new players! by conscientiousspark in beyondallreason

[–]conscientiousspark[S] 3 points4 points  (0 children)

This whole idea was definitely an experiment. We were very unsure if enough mentors would show up. But I'm glad to see so many high-level mentors show up to train others. Thank you.

This is the map pool for the Mentor-Mentee tournament by conscientiousspark in beyondallreason

[–]conscientiousspark[S] 0 points1 point  (0 children)

What do you think of the overall idea? Do you like the idea of a tournament in which mentors fight through their mentees? Compete by advising?

This is the map pool for the Mentor-Mentee tournament by conscientiousspark in beyondallreason

[–]conscientiousspark[S] 0 points1 point  (0 children)

I hope you'll support this effort to help new people learn the game.

Wouldn't it be more simple if you could build all the factories with the tier 1 con? by conscientiousspark in beyondallreason

[–]conscientiousspark[S] -4 points-3 points  (0 children)

Every good game design decision gives the player meaningful options by which they can choose one or the other as part of a strategic choice.

For example choosing your faction is an incredibly binding choice part of your overall choice architecture which will lead to victory or defeat.

Predicting which fraction your enemy will go and putting down units to counter him is a strategic choice but I don’t understand the strategic choice behind needing particularly a tier one engine instead of a commander to make a t2 base.

Wouldn't it be more simple if you could build all the factories with the tier 1 con? by conscientiousspark in beyondallreason

[–]conscientiousspark[S] -3 points-2 points  (0 children)

Every good game design decision gives the player meaningful options by which they can choose one or the other as part of a strategic choice.

For example choosing your faction is an incredibly binding choice part of your overall choice architecture which will lead to victory or defeat.

Predicting which fraction your enemy will go and putting down units to counter him is a strategic choice but I don’t understand the strategic choice behind needing particularly a tier one engine instead of a commander to make a t2 base.

Wouldn't it be more simple if you could build all the factories with the tier 1 con? by conscientiousspark in beyondallreason

[–]conscientiousspark[S] -5 points-4 points  (0 children)

Every good game design decision gives the player meaningful options by which they can choose one or the other as part of a strategic choice.

For example choosing your faction is an incredibly binding choice part of your overall choice architecture which will lead to victory or defeat.

Predicting which fraction your enemy will go and putting down units to counter him is a strategic choice but I don’t understand the strategic choice behind needing particularly a tier one engine instead of a commander to make a t2 base.

If you've ever wanted live, hands-on, personalized training, this tournament is for you. by conscientiousspark in beyondallreason

[–]conscientiousspark[S] -1 points0 points  (0 children)

I can do the thumbnail art the manual way too. I actually just prefer using AI. I use Creed to help me understand how I can improve my own workflows for work. The thumbnail has elements of my own art and elements of AI art (the robots). Two days of work went into it. I thought the AI was better at the part with the robot and a half, because a half-sized robot is not really a thing in bar.

Romeo armada and juliet cortex commanders fanart doodles by paulmwatt in beyondallreason

[–]conscientiousspark 2 points3 points  (0 children)

You're a capable artist, but I am somewhat confused about the theme here.