2007-11-15, 10:48:31
Exodus Wrote:But regarding to the factory, adding a timer to the creeps spawned by the factory is too much I think. Thats not the right way to go. In that case I'd rather make a normal factory with an upgrade which is more expensive together than it is now (maybe with an increased tech-requirement).And I suggested this earlier...
TKF Wrote: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.
And when there are leavers, the factory does nothing...
The gold cost is your balancing adjustment, It could cost 3600 or 3300 or whatever...
But you mean it start as a regular factory that spawns 2 marines, And you apply upgrades to allow more production?
What is you idea? A triggerbased upgrade 3 step feature? First upgrade gives artillery, Seconds upgrades gives 1 zeppelin in addition, and Third upgrade gives 1 commander in addition, without changing the factory unit to "another factory"?, using custom value to show upgrade "level". Each upgrade could cost 500 gold, if the factory initially costs 2000? What's your idea?