Stéphane Magnenat wrote: > 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...
now i sometimes send my units on suicide missions (clear the opponents wheat). that is when i have fruit and he doesn't. this frees slots in my inns to drain the opponent. with natural death this tactic would become even less likely. your point is a good one to argue for instantaneously dying globs as opposed to globs that turn ill. > 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?). honestly xp does never play a role in any of my games. as long as xp is not visible people will not play for it. in the end i have little influence to boost xp apart from building hospitals. > But in overall the idea is interesting, however it requires tuning. :) Regards Leo _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
