2007-07-25, 00:21:37
I suggested they add the factories stuff:
http://btanks.de/board/viewtopic.php?t=197
However i haven't really had a good chance to test it as people usually disconnect and the game becomes unplayable in the last 2 versions. But i did use them once and they did appear to overwhelm the enemy. Basically what happened is i bought a factory and a friend had troop command. The enemy was overwhelmed when a tank supported us.
I have a few concerns (as i said i haven't really tested them)
#1 The Troop Command item appears to have a longer cooldown than the factory in it's unit spawning? If this is the case, it means that an extra $250 (on top of troop command) will give you healing, faster spawning, and the ability to teleport there. Very cheap advantage for only $250 extra. Troop command will become not-so-good-value. Perhaps only goblin tanks with teleport will use it or people with teleport packs who want to take quick advantage of a player.
#2 Also perhaps the factories need the ability to have their unit spawning switched on or off... sometimes you might want more creeps spawned in a certain place, and your food limit doesn't allow it.
Well that's all i can really think of for now, just woke up.
I think GhettoJesus' best balancing suggestion is a monetary reward for kills. But i'm concerned that this might make the factory a long-term disadvantage. Like it will have pushing powers early but if your team don't utilise the opportunity, it will just become a feeder item in the end. Then again.... you start getting more team cash as time goes by. So perhaps giving $2/kill is OK. Also the option to disable spawn can help here.
Another balancing idea is to give the spawned units 75% regular unit HP and this should be clearly apparent in the tooltips. (i know i reported the HP bug.... but maybe its better with it :lol:)
I think.... that the ghost tank's overpower will become apparent as these factories become utilised more and more. That thing becomes practically invincible if used in the right manner.
Just random thoughts...
http://btanks.de/board/viewtopic.php?t=197
However i haven't really had a good chance to test it as people usually disconnect and the game becomes unplayable in the last 2 versions. But i did use them once and they did appear to overwhelm the enemy. Basically what happened is i bought a factory and a friend had troop command. The enemy was overwhelmed when a tank supported us.
I have a few concerns (as i said i haven't really tested them)
#1 The Troop Command item appears to have a longer cooldown than the factory in it's unit spawning? If this is the case, it means that an extra $250 (on top of troop command) will give you healing, faster spawning, and the ability to teleport there. Very cheap advantage for only $250 extra. Troop command will become not-so-good-value. Perhaps only goblin tanks with teleport will use it or people with teleport packs who want to take quick advantage of a player.
#2 Also perhaps the factories need the ability to have their unit spawning switched on or off... sometimes you might want more creeps spawned in a certain place, and your food limit doesn't allow it.
Well that's all i can really think of for now, just woke up.
I think GhettoJesus' best balancing suggestion is a monetary reward for kills. But i'm concerned that this might make the factory a long-term disadvantage. Like it will have pushing powers early but if your team don't utilise the opportunity, it will just become a feeder item in the end. Then again.... you start getting more team cash as time goes by. So perhaps giving $2/kill is OK. Also the option to disable spawn can help here.
Another balancing idea is to give the spawned units 75% regular unit HP and this should be clearly apparent in the tooltips. (i know i reported the HP bug.... but maybe its better with it :lol:)
I think.... that the ghost tank's overpower will become apparent as these factories become utilised more and more. That thing becomes practically invincible if used in the right manner.
Just random thoughts...