>> Why not just add a wall upgrade that can attack explorers ? > > instant death if the explorer passes directly over the wall. and no > automatic avoidance. zapp :) > > Or the L2 wall is so high that the explorers crash into it and break > their neck (no cost per shot) > > Or L2 *turrets* use a constant rate of wood (oil? papyrus?) to turn > into lighthouses and bind hostile explorers to them like moths until > they starved to some 10%hp. Once bound to a turret they can not do > other than stay there. nevertheless they hurt the workers that try > to suply the turret.
A bit hard and I smell micromanagement for explorer users. But it sounds nice nevertheless. How about: The lighthouse idea with repelling instead of attracting. Or make it spread a no-air-attack area. I believe that we should put more control to the map makers. Instead of hard coding what an level 2 upgrade will be and how much it will cost, we should only provide possibilities. If someone things it would be fun to have racetrack level 3 shoot air attacks - why not? Although this can't be the default setting. But the lighthouse example above clearly shows that there are a lot of good choices for one building. Well another idea: We could use different building characteristics for race customization. A warrior race example: aggressive towers barracks start with level 2 schools can't be upgraded above level 2 warrior production in swarms cost less barracks train faster Of cause this also belongs to the user level. Programmers only provide the interface. -- Kai Antweiler _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
