2007-08-18, 17:53:07
I don't know about gold, but experience is something I believe we could consider. Essentially, if you're going to hide back and send wave after wave to do battle for you, the other enemy should be able to become even stronger should they be able to stand up to it. Think of it as making up for the ability not to kill the vehicle, so that the experience gain balances out. If you want to make it gold, I suggest decreasing the amount to either 1/4th or 1/6th (so it'd be 3/2 for marines and 6/4 for the others), giving the players fighting the creeps a very slight advantage for the fact that it can't kill you personally. This is all assuming that you aren't battling yourself, but since the factory and troops don't count as a bounty, it can be seen a free insurance, something that a standard attacker tank doesn't get to have.
That said, factories should probably get the ability to stop spawning troops if you want them to (and assuming they would eventually get upgrades, it'd work after the upgrade), so that you can choose whether or not you want to gamble the benefits of sending troops over the risk of making your enemy too strong for you later on.
'Course, this is about Troop Command, not just factories. Adding slight gains in XP and gold could offset the usefulness of it, but still make it useful enough as a shield/unit bomber to consider. In the sense that weapons can pay for themselves but may also pay for an enemy's weapon, Troop Command should work the same way, though perhaps moreso in its multiple uses.
That said, factories should probably get the ability to stop spawning troops if you want them to (and assuming they would eventually get upgrades, it'd work after the upgrade), so that you can choose whether or not you want to gamble the benefits of sending troops over the risk of making your enemy too strong for you later on.
'Course, this is about Troop Command, not just factories. Adding slight gains in XP and gold could offset the usefulness of it, but still make it useful enough as a shield/unit bomber to consider. In the sense that weapons can pay for themselves but may also pay for an enemy's weapon, Troop Command should work the same way, though perhaps moreso in its multiple uses.
DPS > Range, 'nuff said.