Well, back to the upgrades.
I played some games now and I think the system is cool, but a bit to strong. I could swear there was a time my force get no upgrade and the enemy 3. After that we always got 1 upgrade as exo dexcribed.
The Problem is, if you lost 2 CPs because of bad situations and the enemy do everything to defend after 15 minutes:
(15min)--> 3*2000Gold team 1 = 6000 => 4 Upgrades (2Att, 2Def usally)
(15min)--> 3*4000Gold team 2 = 12000 => 8 Upgrades (4Att, 4Def usally)
if you lost them after 25 minutes it means 7/7 creeps vs 9/9 creeps. Which is reall hard to get back.
Now the imbalance factor. EVERY Item wich refers to force upgrades will be weaker for one force and stronger for the other.
In my example:
Force 1
Mines: +21% Damage
Orbital Control: +35% Damage
Player Creeps like Lava servants,Ghosts... weaker
...
Force 2
Mines: +27% Damage
Orbital Control: +45% Damage
Player Creeps like Lava servants,Ghosts... stronger
Now the problem: I saw guys getting some CP´s and defending. Then they build the factories mid and pushed so hard with troop strategy, just because their creeps got bonus upgrades. There was no chance fighting them back as earlier in the game.
The troop strategy is a good one and difficult to counter if the enemy has good mates. But in this case its really ...... annoying :mrgreen:
(Did I forget the problem of getting bigger tanks (Sky fortress, infernal, Titan) easier/earlier for the attackers
If I could make a suggestion here:
Can we change that money pool, so that you give the force maybe 2400Gold and
200Gold/CP.
So:
3CPs => 3000Gold=> 2 Upgrades in 5min
6CPs => 3600Gold=> 2,4 Upgrades in 5min
0CPs => 2400Gold=> 1.6 Upgrades in 5min
Otherwise I fear the money difference is to big
hock: