2007-07-29, 21:04:12
Recently I've tinkered around with using factories (in Rush; can never find enough players for Normal...) and I find that they're certainly a useful tactic in that mode. Heck, we managed to fend off a 3v5 game because of it and and upgrader. The 3300 cost is probably going to solve some of the problem, but people COULD wait until they get enough gold and then buy one. (No idea if it would work well, but people will do that.)
In any case, I'm not sure if making the interval exactly the same as Troop Command is a good idea: I'd prefer the group to stay with neutral creeps. Perhaps if we just halved the time (probably close to a Troop Command) and increased the unit count to the eight or whatever, it'd make everyone happy.
Now for GhettoJesus's initial suggestions:
1. A waiting period would be perfect for Normal games: 5 to 10 minutes into it is still part of early-game, and it gives all players a way to build up before the factories pour in.
2. Existent but lesser rewards are a fine option, but it might make players feel that factories should be destroyable if need be. Eventually they'd just be feeding the enemy tanks.
3. Electro-Aura on the Thunder Tank deals plenty of damage to the enemy; however, I think Frost Magic would benefit from having a splash against creeps (to be honest, I never considered buying it since it became "creeps only") and possibly add a less expensive choice.
4. I wouldn't do this if it means getting rid of the initial Factory option. If we could somehow have a "base" Factory that only heals, then allow it to be upgraded to pump out units and eventually its own attack, we could do that.
In any case, I'm not sure if making the interval exactly the same as Troop Command is a good idea: I'd prefer the group to stay with neutral creeps. Perhaps if we just halved the time (probably close to a Troop Command) and increased the unit count to the eight or whatever, it'd make everyone happy.
Now for GhettoJesus's initial suggestions:
GheetoJesus Wrote:1. 5 or 10 min period before you buy a factory
2. 1/2/3 gold for killing the basic/blimp & artillery/flamethrower guy. Alongside some very very low exp.
3. A tank / Weapon / Item to help counter massed units. Whether its a stun ward that hits normal units only, to a tank that has a -dmg aura to creeps. Or a weapon with a bouncing or splash attack that doesnt hit hero tank or is fairly weak but decent enough to kill / weaken multiple units.
4. Increase the factory hps and make them cost 5k or 6k, maybe even give the factory a cannon tower-ish missile attack. Making it more pricey but harder to destroy.
1. A waiting period would be perfect for Normal games: 5 to 10 minutes into it is still part of early-game, and it gives all players a way to build up before the factories pour in.
2. Existent but lesser rewards are a fine option, but it might make players feel that factories should be destroyable if need be. Eventually they'd just be feeding the enemy tanks.
3. Electro-Aura on the Thunder Tank deals plenty of damage to the enemy; however, I think Frost Magic would benefit from having a splash against creeps (to be honest, I never considered buying it since it became "creeps only") and possibly add a less expensive choice.
4. I wouldn't do this if it means getting rid of the initial Factory option. If we could somehow have a "base" Factory that only heals, then allow it to be upgraded to pump out units and eventually its own attack, we could do that.
DPS > Range, 'nuff said.