> There is reasons, although not good ones. Adding more fruit had been > indefinitely delayed due to : > - lack of fruit graphisms and names > - risk of too powerfull conversion strategy (wrong argument, map > designer may rescrict number of fruit)
We could introduce a new feature that counters conversion strategies. If workers would be able to feed warriors the warriors would not get hungry and therefore won't be converted. This could be controlled through - let's say - market places. Imaging something like a switch for collecting or distributing food in each market and a way to adjust the amount of food to be stored. In the first switch setting workers would carry food to the market place in the second they would carry the stored food from the market place to the warriors. If that is implemented carefully it can weaken fruits without weakening them to much. There are of course other ways to do this (like skillfully designed maps), but I like the way it enhances the strategic component of the game. If you want to win through conversion it is no longer enough to collect as many fruits as possible. You need to cut the supply of your enemy too. If you want to fight in a town of an fruit possessing enemy you have to plan how to supply your warriors. Since a it is easier to fill (and keep) a market place in your own town than right under the nose of your enemy, this feature would favor defence rather then offence. Come to think of diplomacy: there might be one player supplying another one. I also thought of a new worker type that is slow and can do nothing but look after the supply. On the other hand it cannot be converted and is the only unit that can supply other units. -- Kai Antweiler _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
