> 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.


I think it should appear on the feedback forum :)
good idea
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