

So you need a big air vent - sized like a corridor. Chemical weapons are illegal or something. The speed of depressurization depends on the size of the hole(good on The Expanse for recognizing this!), and standard air handling system can't depressurize fast enough that the pirate ship can't adjust, get the crew back fast enough or even just start dumping more air in. Suggested solution: It is standard to check whether your invasion point section has access to any other airlocks than the one the pirates are covering and in control of(physical access trumps all). Yet they're willing to attack a ship without wearing vacuum rated equipment. Okay, we're talking pirates, dishonorable should be assumed. Eventually, I guess, when perfect play is in everyone’s code, and nobody can think of any new ways to be better, the result would be determined by who gets the best random map.I actually prefer the cargo container version, because I enjoyed the bit of confusion, then started speculating. Then there will come a point where the decision that archers should function that way will be in everyone’s code, and the differentiator will move on to be something else. But in the recent contest won by rehoboam, the most obvious difference was its ability to micro archers and fire the exact numbers of arrows at specific targets needed to avoid overkill.
#Noobs go back to overkill code
If both players chose the same strategy with the same civ, their equal numbers of knights would meet in the middle of the map, and the game would be decided by micromanagement of the resulting fight, so even making it about strategy to that extent would still leave micromanagement as the differentiator.ĪI contests are perhaps the logical conclusion of this - they perfectly execute the strategy that their code embodies. If we made it truly about strategy, then you’d tell the game, for example, “Follow a scouts into knights build order for me”, and it would perfectly execute it every time. Most of the ELO range is separated by ability to execute. Winning because your opponent forgot to make vils just feels a bit hollow and doesn’t really feel like a “strategic” victory In short, I think the game would be more fun if people could spend their mental energy on deciding things like what their eco balance should be rather than monitoring to see if a vil is in the queue or not.
#Noobs go back to overkill pro
I also agree with the idea that such a change could even improve the pro scene as again it just gives them a little bit more headspace to focus on other more interesting issues (eco balance, unit micro, etc). So yer, I support the idea because it frees you up mentally a little bit more to focus on the more engaging/fun parts of the game. Even from a spectators point of view there’s nothing interesting about watching pros perfectly build vils, it’s a skill that just acts as a barrier to entry without offering anything in return. Villager queueing is fundamentally a mundane boring repetitive task that you have to be able to do to be competitive but doesn’t add anything in terms of fun / critical decision making.


That being said I doubt the developers would ever implement it, but I think they should. I came into this thread against the idea but after reading all the posts I am now massively pro the idea.
