2010-01-26, 13:20:19
lemme just throw some ideas/suggestions in here:
# increase control point teleport costs to 200 Gold: reduce cptp's to the needed minimum
# disable some tanks ( trader + exploder ): some tanks are simply too hard to play or get too much of an advantage by the huge gold flow
# enforce tank requirements: high end tanks can't be bought too soon, team needs to get armor level
# enable tanks only after "req. armor level" minutes, if available: move the chance to get a high end tank a bit further away
# add an upgrade ( dummy item ) cooldown of 60 seconds for armor and weapon upgrades: disabling/reducing the fast pace to get higher tanks if ext.req. is active
# towers and troops takes 10% less damage on weapons/skills: a bit harder to get 'easy' creep gold
# increase base hp, dmg and armor by 15% of troops and towers: buffing the creeps
# enable conquest victory: fast chance to win, reducing the base defending part of the enemy team.
# increase control point teleport costs to 200 Gold: reduce cptp's to the needed minimum
# disable some tanks ( trader + exploder ): some tanks are simply too hard to play or get too much of an advantage by the huge gold flow
# enforce tank requirements: high end tanks can't be bought too soon, team needs to get armor level
# enable tanks only after "req. armor level" minutes, if available: move the chance to get a high end tank a bit further away
# add an upgrade ( dummy item ) cooldown of 60 seconds for armor and weapon upgrades: disabling/reducing the fast pace to get higher tanks if ext.req. is active
# towers and troops takes 10% less damage on weapons/skills: a bit harder to get 'easy' creep gold
# increase base hp, dmg and armor by 15% of troops and towers: buffing the creeps
# enable conquest victory: fast chance to win, reducing the base defending part of the enemy team.
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