> 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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