2007-10-23, 23:18:58
This upgrade idea you suggested could rest, your decision. I have no protests against it. I suggested production upgrade that included more creeps, but the current amount of creep spawns create enough lagg alread. another solution to this could be add a tank production upgrade, that uses production points system, which eventually could for example add strong force tanks being spawned only at artillery fabs, and the upgrade only exist at the artillery fab, only 4 more units. Each upgrade give 3 production points, and each time when production amount reach 100, a strong force tank wave is spawned at artillery fab. Each level upgrade could cost 300 gold only at artillery fab. So only 1 level, would create tank spawn about every 11 minutes. Level 30 does create a tank spawn every 9 of 10 times. A loading bar consisting of |||||||||||| appearing above artillery fab could show the progress of when there is a tank wave. It also represents the 100 production points.
Otherwise I have no more upgrade solutions or ideas about this current subject for the time being.
Reducing the cooldown and creeps by half would actually nerf the troops command, since the time for human players to use it again would prove that the "dead" time while the item could be used again. Someone is saving the usage for troop command for the right time, as more micro management would be required (You have to click twice as often than usual). Long cooldowns could fit permanent items, while short cooldowns (5 or 25 sec) could fit consumable items, such as reinforcements, wards, hyperspacebreakers and net launchers.
Talking about TC and spawns, someone earlier suggested a upgrade solution for the factory; what if you you could buy the factory as a cheap variant (2200), that spawns 2 marines that you own. You could upgrade it for additional (1100) gold to allow it to produce additional 1 commander, zeppelin and artillery. It will then be the same as the current factory. Also this will also make a cheaper factory as foothold in end game, where additional troops aren't necessary.
But the problem with this could be that players would be suprised and the triggers that checks which factorys, has to be tweaked and changed to compare those 2 kinds of factories. That could be to much work.
Factory (2200) purchase cost: 1 attack and 1 defense required.
Factory (Upgrade) (1100) upgrade cost: 2 attack and 2 defense required to initiate upgrade. Building value 3300 gold.
Otherwise I have no more upgrade solutions or ideas about this current subject for the time being.
Reducing the cooldown and creeps by half would actually nerf the troops command, since the time for human players to use it again would prove that the "dead" time while the item could be used again. Someone is saving the usage for troop command for the right time, as more micro management would be required (You have to click twice as often than usual). Long cooldowns could fit permanent items, while short cooldowns (5 or 25 sec) could fit consumable items, such as reinforcements, wards, hyperspacebreakers and net launchers.
Talking about TC and spawns, someone earlier suggested a upgrade solution for the factory; what if you you could buy the factory as a cheap variant (2200), that spawns 2 marines that you own. You could upgrade it for additional (1100) gold to allow it to produce additional 1 commander, zeppelin and artillery. It will then be the same as the current factory. Also this will also make a cheaper factory as foothold in end game, where additional troops aren't necessary.
But the problem with this could be that players would be suprised and the triggers that checks which factorys, has to be tweaked and changed to compare those 2 kinds of factories. That could be to much work.
Factory (2200) purchase cost: 1 attack and 1 defense required.
Factory (Upgrade) (1100) upgrade cost: 2 attack and 2 defense required to initiate upgrade. Building value 3300 gold.