2007-07-26, 02:11:15
my suggestion for the imba factory problem:
dont change its price. just dont let the factory's creeps spawn together with each force's wave. instead of this, let the first creeps spawn immediatley after the factory is built, then in intervals which are as long as the cooldown of the purchasable troop command is.
the creeps wouldnt be part of the force's wave everytime, so the pushing effect would be weakened. also, less creeps would spawn over time, so the factories would be less effective.
the obvious advantages of a factory: mass creeps, it provides healing and you can teleport to it.
the "disadvantages" are:
-it is destroyable, but if you place it in your base, it is not until you lose in most of the games.
-you cannot chose when to release the creeps of your factory as you could do with a troop command, but since you have full controll over your creeps which have no timed life, you can hold them back until you need them.
so both disadvantages can easily be dodged.
to keep the factory valuable with that solution, you could increase the creeps spawned by 3 (+3 machine gunner or +2 machine gunner and an artillery etc)
this would result in 8 food used per factory spawn. also, 5 factories allowed * 8 creeps = 40 (foodlimit). this would fit perfectly, and was quite easy as its basically the same concept as how the tinker-towers work.
and: its only fair for getting the troop commander award to do it like this, elseway a player who spawned troops using the troop command and simple troops had no chance against a player using factories
conclusion: (for you who are too lazy to read all this) :roll:
-add 3 creeps to the factory's spawn to a total of 8
-let the creeps of the factory spawn in the same intervals as the creeps of the purchasable troop command, the first 8 creeps are spawned immediately.
-general effect: better relation factory <--> troop command
-the price of 2750 is perfect for this solution i think
dont change its price. just dont let the factory's creeps spawn together with each force's wave. instead of this, let the first creeps spawn immediatley after the factory is built, then in intervals which are as long as the cooldown of the purchasable troop command is.
the creeps wouldnt be part of the force's wave everytime, so the pushing effect would be weakened. also, less creeps would spawn over time, so the factories would be less effective.
the obvious advantages of a factory: mass creeps, it provides healing and you can teleport to it.
the "disadvantages" are:
-it is destroyable, but if you place it in your base, it is not until you lose in most of the games.
-you cannot chose when to release the creeps of your factory as you could do with a troop command, but since you have full controll over your creeps which have no timed life, you can hold them back until you need them.
so both disadvantages can easily be dodged.
to keep the factory valuable with that solution, you could increase the creeps spawned by 3 (+3 machine gunner or +2 machine gunner and an artillery etc)
this would result in 8 food used per factory spawn. also, 5 factories allowed * 8 creeps = 40 (foodlimit). this would fit perfectly, and was quite easy as its basically the same concept as how the tinker-towers work.
and: its only fair for getting the troop commander award to do it like this, elseway a player who spawned troops using the troop command and simple troops had no chance against a player using factories
conclusion: (for you who are too lazy to read all this) :roll:
-add 3 creeps to the factory's spawn to a total of 8
-let the creeps of the factory spawn in the same intervals as the creeps of the purchasable troop command, the first 8 creeps are spawned immediately.
-general effect: better relation factory <--> troop command
-the price of 2750 is perfect for this solution i think