thinking about the list again, i guess it would be best to have straight upgrade times of 8 (they are not visible to the user and thus should not have surprises here and there. with the long ways to get to the buildings they don't play big of a role anyway.).
glob2 is not aoe where having developed foo makes all units have foo instantaneously. maybe reducing the throughput of higher level facilities makes them a trade off. with "1 level at a time" or "upgrade time dependent on levels to upgrade" and constant slot counts over the levels. all schools get 5 slots. all pools 3. think about it. i guess this makes sense. generally i see a problem in globs not needing the training buildings later in the game. now, building an L3 school makes all units rush through in no time leaving the school empty ever after. same with the swarms. i have once proposed a complicated aging scheme with globs turning ill and needing the hospitals before but why not straight let them die after some defined time? this would perfectly fit into the concept of glob2 that allows so many things that don't work in other rts. complicating it with healthy fruits ;) and the hospitals would always be an option. _______________________________________________ glob2-devel mailing list glob2-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/glob2-devel