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From: | Kai Antweiler |
Subject: | Re: [glob2-devel] re: should turrets attack air |
Date: | Sun, 13 Aug 2006 12:32:04 +0200 |
User-agent: | Gnus/5.1002 (Gnus v5.10.2) XEmacs/21.4 (Constant Variable, linux) |
>> Why not just add a wall upgrade that can attack explorers ? > > instant death if the explorer passes directly over the wall. and no > automatic avoidance. zapp :) > > Or the L2 wall is so high that the explorers crash into it and break > their neck (no cost per shot) > > Or L2 *turrets* use a constant rate of wood (oil? papyrus?) to turn > into lighthouses and bind hostile explorers to them like moths until > they starved to some 10%hp. Once bound to a turret they can not do > other than stay there. nevertheless they hurt the workers that try > to suply the turret. A bit hard and I smell micromanagement for explorer users. But it sounds nice nevertheless. How about: The lighthouse idea with repelling instead of attracting. Or make it spread a no-air-attack area. I believe that we should put more control to the map makers. Instead of hard coding what an level 2 upgrade will be and how much it will cost, we should only provide possibilities. If someone things it would be fun to have racetrack level 3 shoot air attacks - why not? Although this can't be the default setting. But the lighthouse example above clearly shows that there are a lot of good choices for one building. Well another idea: We could use different building characteristics for race customization. A warrior race example: aggressive towers barracks start with level 2 schools can't be upgraded above level 2 warrior production in swarms cost less barracks train faster Of cause this also belongs to the user level. Programmers only provide the interface. -- Kai Antweiler
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