> 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.
The idea is nice, but there is the risk that players try to kill their old units to reduce the cost of sustaining them, why is not the type of reasoning and values we want to give to children... Slightly more seriously, for the balance of the game, there should be a fine tuning between XP and aging-effects (should we put XP for non-fighting units? such as less harm when they take fruits?). But in overall the idea is interesting, however it requires tuning. Have a nice day, Steph -- http://stephane.magnenat.net _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
