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Re: [glob2-devel] Gradients (again)
From: |
Leo Wandersleb |
Subject: |
Re: [glob2-devel] Gradients (again) |
Date: |
Fri, 16 Sep 2005 14:36:06 +0200 (MEST) |
> --- 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
hour. if idle warriors would distribute evenly on buildings in their
guardareas, they could still be good guards.
w1k.zip
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- Re: [glob2-devel] Gradients (again), (continued)
Re: [glob2-devel] Gradients (again), Leo Wandersleb, 2005/09/16
Re: [glob2-devel] Gradients (again), Stephane Magnenat, 2005/09/16
Re: [glob2-devel] Gradients (again),
Leo Wandersleb <=