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The 5-minute income needs to be removed.
#7
Ok it looks like this "remove the income" topic has opened
a can of worms here.

1) Force units killing any unit other than a tower or hero
should be deemed "negligible" and not counted.
--Upon tower and hero kills by "the force" each player
should recieve an instantly and evenly distributed amount
without any reductions.

2) Killing factories -- solve the problem like DOTA does:
implement some sort of armor upgrades or HP upgrades
to the side with the factories still remaining.

For example: In DOTA when a rax (factory) is killed the
creeps on the opposing side get stronger (more HP) and spawn
more creeps which in turn render less gold but still make
it so that the gold balance in the game is not affected.

BUT the btanks current example is this: The units no longer spawn
and that gold is lost.... soooo somehow you get a completely
deflated amount of gold, even though your team can lane perfectly
and if they still spawned you would get more gold instead of the
current "income" system.

--An aside to this is the "DOTA" observation that sees that
the interjection or redistribution of gold in the game should
be kept reasonable and understandable. The whole concept of
gaining CP's early is NOT an advantage because you just
pointed out that income is decreased by gaining it in that manner.
I think that High Bounty in particular exacerbates this huge mistake
and this is why we see so many topics and opinions that losing CPs
in that mode is actually advantageous.

The whole objective of my post was:
1) remove the lump-sum shit and reallocate it instantly to only
TOWERS and HEROS and maybe FACTORIES.

2) *added -- adjust the creeps to become stronger for one side
in the event of a razed factory, don't mess with your
"slight of hand" tricks, let the players actually earn the gold
by farming it themselves because...

Point 2.1) It makes btanks a game where the only way to gain
a real advantage on the other team is purely to gank. I will remark
on the idea of the "trader" which is rarely played. It introduces gold
into the game and it is sort of "predictable" in a way that ganking is.
And what I mean is this game is over any time the kills are 2:1 beyond
20 minutes. People at this point don't have to worry about not farming.
Ganking > Farming/Laning.

3) Adjust the bounty to the creeps to compensate for the "mystery gold"
so that players can't be noobs and rely on it for additional income WHILE
they gank constantly. This is why it is so broken, people who farm can't
gain any reasonable advantage unless they gank. Ganking is the only real
way to GET any extra gold into this game as you play it. And when you
combine ganking + free gold, you get the only formula for real success.
SOOOO the point is, stop the free gold flow. If you are saving and have
2,000 while someone who is ganking has 4,000 and then some random
free gold comes along, they can afford a weapon that is comparatively
unbalanced just because they GOT to a certain amount of gold first and
it just snowballs from there.
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Messages In This Thread
Re: The 5-minute income needs to be removed. - by scron2 - 2009-10-10, 00:30:31

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