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Re: [glob2-devel] upgrade times
From: |
Leo Wandersleb |
Subject: |
Re: [glob2-devel] upgrade times |
Date: |
Sun, 03 May 2009 13:11:47 +0200 |
User-agent: |
Mozilla-Thunderbird 2.0.0.19 (X11/20090103) |
Stéphane Magnenat wrote:
> The idea is nice, but there is the risk that players try to kill their old
> units to reduce the cost of sustaining them, why is not the type of reasoning
> and values we want to give to children...
now i sometimes send my units on suicide missions (clear the opponents
wheat). that is when i have fruit and he doesn't. this frees slots in my
inns to drain the opponent. with natural death this tactic would become
even less likely. your point is a good one to argue for instantaneously
dying globs as opposed to globs that turn ill.
> Slightly more seriously, for the balance of the game, there should be a fine
> tuning between XP and aging-effects (should we put XP for non-fighting units?
> such as less harm when they take fruits?).
honestly xp does never play a role in any of my games. as long as xp is
not visible people will not play for it. in the end i have little
influence to boost xp apart from building hospitals.
> But in overall the idea is interesting, however it requires tuning.
:)
Regards
Leo