National Labour Woodcraft Statistics
Racial worker gathering features:
Night Elf wisps gather auto on wood, keeps the tree. The gold miners are protected under a strong roof.
Orcs and humans gather the standard normal way, peons in and out the goldmine while lumbers are chopped and shipped to the refinery.
The Undead does things quite differently: it's themed around worshipping ghosts. The gold mines are run as independent node, while the townhall can be seperate: like a engine and a cargo of a truck, or a train rather, that's better. While its lumber production are gathered via ghoul's sharp claws, chopping or perhaps hammering at the trees.
Humans do their thing similar to the Orcs.
Every worker gathers 2 gold per second at constant.
It's set to be equal for all 4 races, overall, roughly.
This didudes to the fact that every 75 gold, cost
of a worker, would have its cost returned in less than
37.5+0.00001 seconds. Thankies for making
this more complex than needed, but that's
just Henry, oh Henry.
While a fully operational gold mine
gets its cost back in probably less
than 45 seconds, let's pick
a well-sounding and familiar
number.
Counting in the peons to be built, then
gold investment return time ich le
less than 45 + 38 = 83 seconds.
(accounting for 0 time spent
building workers that is)
In regards to lumber, with elves'
wisps un-destroying trees for eternity,
their later-on lumber input gains
more of an increase relative to
4 other races, including random race,
if that is a race.
Therefrom we can deduce the tactic
that it's better to pool elf to wisp-lumber
gathering and let that teammate money
transfer than seperate work, assuming
very competitiveness wanna be achieved.
How fragile and weak are the real-life humanoids.
A lil bit of feeding to their troll or ego bloated
stomach, and they will go vamoose.
Anyways, gameplay rarily should theme
around ramp blocking or townhall blocking.
If there is such a deal, then the ego
swarm would worship it, presenting
views neglecting the whole casual player
base, which is much more larger, and contains
folks of more prominent social status.
In-game human race in comparison have
much stronger footies. Their cheetos chips
cost a lot lesser, if travellers visit Stormwind
with a pandarian amulet, ok joking.
Night elf archers deal fair damage, though
leave fragile space for panda's fire breath,
or strong hero armor units, which would
be none other than heroes at the moment
of the patch.
Human's tier 1 ranged equalvalent deal
lesser relatively damage than archers
per food, while hold greater hitpoints.
Their lower movement speed make them
poorer chasers, looking like intentionally
originally designed as stationary hard
hitters with ranged arrows.
Riflemen's instant strikes compared to
archer's slow pull-then-fired volleys
add a lil bit of difference in actual
gameplay than on theory.
Though not entirely that good, but
riflemen's instanteous attacks make
them better hit-and-runners than archers,
compartively that is. While the archers
seem to be meant for stationary
raw damage output units as the
original creators seemed to had intended.
Orcs and humans gather the standard normal way, peons in and out the goldmine while lumbers are chopped and shipped to the refinery.
The Undead does things quite differently: it's themed around worshipping ghosts. The gold mines are run as independent node, while the townhall can be seperate: like a engine and a cargo of a truck, or a train rather, that's better. While its lumber production are gathered via ghoul's sharp claws, chopping or perhaps hammering at the trees.
Humans do their thing similar to the Orcs.
Every worker gathers 2 gold per second at constant.
It's set to be equal for all 4 races, overall, roughly.
This didudes to the fact that every 75 gold, cost
of a worker, would have its cost returned in less than
37.5+0.00001 seconds. Thankies for making
this more complex than needed, but that's
just Henry, oh Henry.
While a fully operational gold mine
gets its cost back in probably less
than 45 seconds, let's pick
a well-sounding and familiar
number.
Counting in the peons to be built, then
gold investment return time ich le
less than 45 + 38 = 83 seconds.
(accounting for 0 time spent
building workers that is)
In regards to lumber, with elves'
wisps un-destroying trees for eternity,
their later-on lumber input gains
more of an increase relative to
4 other races, including random race,
if that is a race.
Therefrom we can deduce the tactic
that it's better to pool elf to wisp-lumber
gathering and let that teammate money
transfer than seperate work, assuming
very competitiveness wanna be achieved.
How fragile and weak are the real-life humanoids.
A lil bit of feeding to their troll or ego bloated
stomach, and they will go vamoose.
Anyways, gameplay rarily should theme
around ramp blocking or townhall blocking.
If there is such a deal, then the ego
swarm would worship it, presenting
views neglecting the whole casual player
base, which is much more larger, and contains
folks of more prominent social status.
In-game human race in comparison have
much stronger footies. Their cheetos chips
cost a lot lesser, if travellers visit Stormwind
with a pandarian amulet, ok joking.
Night elf archers deal fair damage, though
leave fragile space for panda's fire breath,
or strong hero armor units, which would
be none other than heroes at the moment
of the patch.
Human's tier 1 ranged equalvalent deal
lesser relatively damage than archers
per food, while hold greater hitpoints.
Their lower movement speed make them
poorer chasers, looking like intentionally
originally designed as stationary hard
hitters with ranged arrows.
Riflemen's instant strikes compared to
archer's slow pull-then-fired volleys
add a lil bit of difference in actual
gameplay than on theory.
Though not entirely that good, but
riflemen's instanteous attacks make
them better hit-and-runners than archers,
compartively that is. While the archers
seem to be meant for stationary
raw damage output units as the
original creators seemed to had intended.
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