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Re: [glob2-devel] Glob2 Gameplay Unbalanced


From: Kieran P
Subject: Re: [glob2-devel] Glob2 Gameplay Unbalanced
Date: Tue, 6 May 2008 11:10:10 +1200

 >> * The difference in effective attack power between level 1, level 2, level 3, and level 4 warriors needs to be shrunk. As our current numbers stand, the effective attack power of level 1 warriors is 88, level 2 is 288, level 3 is 600, and level 4 1024. Warriors of different levels simply can not compete with each other.....

I agree. Especially when you fight the enemy off who left you nearly destroyed, and they build 1 level 4 warrior, send it to your base and finish you off before you even rebuild. The weak level 1's simply don't have enough power to defend against that high a warrior. So the way it is at the moment (I've found at least), you can never recover from an attack.


>> * Fruit conversion is heavily overpowered, and worse yet, its unpredictable.

I don't recall the earlier thread, but a system where you need like 1 of each fruit to convert 1 unit might be nice (rather than just any fruit). That would mean (if the map is made right), you'll be forced to invade into the enemy area to get one fruit, and likewise for the enemies. If they attack you and get access to your fruits, then they should be able to drag the fruit back to their inns with 1 piece of the other fruits, and continue. This would put emphasis on protecting the fruit patches.

genixpro also had an idea about what to use markets for which I thought was clever and might help (will let him tell you).


>> * The difference in walking speed for different levels of walk, and swim speed for different levels of needs to be shrunk, as it puts a heavy focus on the racetrack building. A loss of a racetrack or swimming pool is a huge, huge loss, and because these buildings are big, they are hardest to defend.

Agreed. On fast computers, the top level racetrack trains globs that zip around the screen, many times faster than brand new untrained globs. This problem also adds to the warrior problem. They can go through your whole base before you even realize (as there is no war indicator apart from the sound, which is too common (explorers bumping each other for example is far too common that when the real things happens, you pay no attention)).


>> * The size of racetracks and swimming pools could be shrunk, and the number of units they can train shrunk to, the idea being that you would have several of these critical buildings, more like the way barracks are balanced now.

Agreed. With the map sizes available atm, its very hard to find suitable placement for them, without creating narrow passages ways which kill your globs movement (a passage granting system would be neat, where a glob reserves all tiles in the passage way and then some, until they are on the other side, then reassign).


>> * Explorer ground attacks are still to powerful. An explorer bomb can still devastate with little ability to counteract.

Agreed. I think even 1/5 of the original strength would still be too strong. Perhaps a set rate of 10 HP a hit, without splash damage? And if thats not enough, how about making it so only one attack inside a explorer flag can take place at once? And when ones dead, another glob is targetted. That would stop 30 explorers taking out a unit each


>> * Turrets need to be more effective against explorers.

If the above is implemented, then it shouldn't be a problem in the end.



Regards
Kieran

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