Evolutionary Arena
A four player map in which players spawn base units on a timer. They will receive more units for each of four beacons they control in the middle portion of the map. Player can also sacrifice base units at their base to fuel powerful spells or 3 at the center beacon to receive 1 of the next upgraded level of unit.
I loved this game, very creative and fun! :D
But after a week of intense gameplay I'm gonna stop playing it. People are abusing mothership, they use vortex combined with nuke. Nuke has a delay between launch and hit because it's very powerful, so we can walk away if we are fast enough. But with vortex they stuck us in place and then we can flee from nuke, it's impossible to deffend.
Indeed, I've seen a few ppl not use units at all, after they can't get beacon they just move mothership hunting us. I've just finished a match where a guy did that on my whole army, I was able to rebuild and killed him. Then another guy in the same match "was bored" and started abusing the same way. He did it very poorly and I was able to flee, I ate all his marines in his base (he wasnt using units at all), then attacked his base and he tried abuse again on me. I flee and hid, he came hunt me then I sent mothership to his base and ported all my units on that, and killed him before he could get there.
Against noobs the abuse can be dodged, but against medium players they can kill our whole army with a unique shot. I don't think that's design intended, so I ask fixing it.
A suggestion would be share nuke cooldown with all other spells. So, after using any spell that might block units movement, nobody can use nuke. That won't break nuke usage because it still can be used in armies the player isn't paying attention or he's blocked on a corner by your army and cant flee.
Another suggestion is reduce vortex time or increase nuke delay, so that it gets harder to synch both, but that would break them.