Currently buildings shoot random units. This is somewhat lame for gameplay purposes, as damage is an unavoidable, constant, denial of area. This means building arrows do little to defend early raids, and are too effective for "turtling" which involves many overlapping fort, tower, and cc arrow ranges.
A different Building behavior is needed, one that maximizes the interest and game-changing strategic potential of buildings. The model I propose is based on proximity, where the closest non-structure entity is attacked with all arrows. If all entities within range are buildings, then the closest building is targeted.
The new behavior should improve gameplay in the following ways:
- Early rushes will be appropriately countered by towers, (risk of actually losing a unit to tower arrows, rather than healing all damaged units and returning)
- Offensive towers will have more impact.
- Late game towers will supplement a defending army, rather than serving as a standalone defense with area denial properties.
TODO:
Maybe try to add user input for arrows, if players are interested.