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TLDR- The game was simply never made, code or balance wise, with it in mind.
But for argument's sake, let's pretend the devs want to make multiplayer for this.
it's already a 'bad' idea as far as Multiplayer RTS goes.
The controls are clunky, wonky and highly generalized and extremely basic as far as RTS games go. Most RTS players are used to being able to control individual units and groups as individual units. They are used to them responding instantly and being able to maneuver them properly on the battlefield and even micromanage them with great control to achieve goals in game.
EotU does not do that in the slightest, gathering food is entirely based on how far away it is from where your food tiles are, and they're all focused around either 1 of 3 categories, basic meat food for ants, leaves for the leaf cutters, and dead wood/dried out leaves for the termites. Each of them goes about food differently.
All ants minus leaf cutters/termites, plop the food into the storage and they get it instantly, simple effective and nothing else happens.
Leaf Cutters though, they have to 'harvest' the leaves in a time consuming manner, take it back tot he nest, deposit it in food storage, then have minums pick up the leaves and dump them onto soldier/worker tiles to turn it into fungus which 'slowly' builds up and turns into food, they then have to take waste byproduct to refuse tiles, and dump the refuse so it can disintegrate over time.
Very complicated, time consuming, and its not an ideal colony to play 'as' against a normal ant player who doesn't have to wait on their food to use it and has to divide their minums between food carrying and waste carrying, and have to have a more complicated nest setup to make sure everything runs smoothly.
As for termites, they're the same boat but take about longer to get their food going, since they have to have workers 'eat' the food, wait for it to digest, then deposit it to turn it into fungus to be used as food for soldiers. Its still a time consuming process, and again not ideal for pvp.
it would always be down to ereptor colony vs ereptor colony and there's not much variation between them aside from who gets what upgrade, and some are just 'superior' for pvp, aka the splash damage from motors at level 3 trumps the speed reduction from rapid fire lvl 3.
As for the micro managing aspect, you can't micromanage any ants really, you can give them pheromone markers and 'suggest' they head to a certain area, but if something happens along the way they'll get distracted. They might see a random piece of food and pick it up unless you disable it. They might see a random beetle larvae just in range that you would have ignored but they won't unless you disable attacking. When it comes to combat, most people can micro and withdraw from a fight before it gets bad or even without commiting at all, once your ants engage they're stuck in. Sure you can tell them to retreat or disable attacking to run away, but at least 'half' will still fight or even all of them.
You also can't direct their damage to singular targets or focus fire, whatever they attack first or see first they'll target. You may want to have all of your ranged rufa ants focusing on one hermit crab while your workers/melee ants body block and deal damage, but they'll instead spread the damage around unless its just '1' crab and they all happen to focus it down together.
There isn't also a way to play the game outside of 'who has the bigger ball', and when it comes to invading nests, if your ball is so big it steamrolls, there's little the enemy 'can' do to survive, let alone win. and obviously all you have to do is kill the queen to win, doesn't matter if your enemy has just used their ability to spawn 200 ant soldiers in a second, if they can't kill the invaders around the queen fast enough, they lose even if they outnumber the enemy now.
Another thing, spawn camping, this game heavily favors spawn camping enemies especially if they're ants and you can get them as they trickle out. On the second experiment I was able to get the no entry achievement on impossible by commiting '19' lvl 3 black ant soldiers to spawn camping where the rufas came out and never once had to deal with their motors/rapid fires/melee's at level 3, and the rest of my army easily held off the black ants with a duo of 19/19 black ant melee/rufa rapid fire, while a small squad of about 15 black ant and 19 rufa held off the ereptor workers with no trouble, and another squad of 19 covered the remaining entrance nest for when the beetles and spiders 'inevitably dropped in.
so yea, TLDR, the game is 'not' optimized balance wise for PVP multiplayer and its not meant for multiplayer for a reason