So, coming fresh-ish from a game featuring teleporters, we had a bit of a discussion regarding it.
It got featured in a gyle cast recently where he brings up the idea of teleport inhibitors.
Now, as an avid cybran player put the cybran-pitchforks and fire away (please?... oshi-)
My mind isn't set in stone like a lot of view points on this forum it would seem.
And instead of having a thread potentially meander into a million posts, I will try to accumalate the arguments for an against such an implementation on the post below this one.
But here's the BASIC premise:
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Telemazer is currently a late-game upgrade with global threat, and currently no dedicated counter. Indeed, whilst the cybran telemazer com is the most (in?)famous example, it has come to attention that tele SACUS can also be considered a problem, as the gyle cast https://www.youtube.com/watch?v=_j84kg2hVlY would show.
In such situations, teleporting in and killing something on a one way mission seems... a bit absurd.
So I thought comparing this to nukes, and thus the logical answer, was the next step.
Nukes are a late(early late sometimes, bear with me) game option with a global threat, with a dedicated counter. Said counter is half the price of a nuke, and is of limited range - meaning that you require multiple antinukes to defend multiple locations.
Thus, a teleport inhibitor of roughly half the cost of a telemazer with limited coverage seems to have a roughly equal precedent - if you want to prevent a telemazer snipe, you build one and stay within the field. CUrrently there is a stop-gap measure of building T1PD ion droves to protect yourself.
Also, the structure for this function technically already exists as the QAI jamming station.
I mean, I dont mind making it a cybran only thing....
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Issues with this comparison:
Nukes/antinukes require constant resources to generate their useful products.
Telemazer uses your commander - and in not full-share games failure = loss of a team member. Failure to nuke = just failure of resources.
And a few more.