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Re: [glob2-devel] Gradients (again)


From: Leo Wandersleb
Subject: Re: [glob2-devel] Gradients (again)
Date: Fri, 16 Sep 2005 15:07:29 +0200 (MEST)

ooops sorry guys. the attachement with the last incomplete mail was meant to
be sent to totally other people along with a totally other text.

> --- Ursprüngliche Nachricht ---
> Von: Stephane Magnenat <address@hidden>
> An: Globulation2 development mailing list <address@hidden>
> Betreff: Re: [glob2-devel] Gradients (again)
> Datum: Fri, 16 Sep 2005 09:35:30 +0200
> 
> > but what's the benifit of globs consuming per mile and not per minute? I
> > would *really* prefere less coars speed-ups with time-based consumption.
> 
> It put more constraint on upgrade: if you want a fast race, you need the 
> logistic behind. Otherwise speed upgrades are simply much too powerfull.

to deal with the too powerfull speedups, i proposed to let it be less
significant (coars was my term and meant coarse). 5% faster than the enemy
makes you always be able to hit a fleeing glob or escape if you're
outnumbered.
it is just very confuseing to have globs consume per mile but as Eli
mentioned meanwhile the biggest downside of per-mile-consumption is that
idle globs or especially warriors on guard consume so much. to have one
population develope and live at anoter pace than the other is a nice aspect
i could very well live with but still i think (static) guards should not
consume that much.
proposal: every building leaves room to idle people. there they consume per
timeunit. if idle warriors would distribute evenly on buildings in their
guardareas, they could be good guards with some element of surprise.

greetings, giszmo

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