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Re: [glob2-devel] upgrade times


From: Leo Wandersleb
Subject: Re: [glob2-devel] upgrade times
Date: Sat, 02 May 2009 12:16:16 +0200
User-agent: Mozilla-Thunderbird 2.0.0.19 (X11/20090103)

thinking about the list again, i guess it would be best to have straight
upgrade times of 8 (they are not visible to the user and thus should not
have surprises here and there. with the long ways to get to the
buildings they don't play big of a role anyway.).

glob2 is not aoe where having developed foo makes all units have foo
instantaneously. maybe reducing the throughput of higher level
facilities makes them a trade off. with "1 level at a time" or "upgrade
time dependent on levels to upgrade" and constant slot counts over the
levels. all schools get 5 slots. all pools 3. think about it. i guess
this makes sense.

generally i see a problem in globs not needing the training buildings
later in the game. now, building an L3 school makes all units rush
through in no time leaving the school empty ever after. same with the
swarms. i have once proposed a complicated aging scheme with globs
turning ill and needing the hospitals before but why not straight let
them die after some defined time? this would perfectly fit into the
concept of glob2 that allows so many things that don't work in other
rts. complicating it with healthy fruits ;) and the hospitals would
always be an option.





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