| 08-15-2003, 01:15 AM | #1 |
Norbo's War v2.9 is coming out very soon.. hopefully maybenot sort of squashes the server split.. maybe.. But the other thing going in is the renewed differences between economic units. In 2.8 and below, (for example) industrial plants and commercial buildings did nothing at all but enhance economy. What should the special.. abilities.. be for these buildings? Nothing magical.. just.. what do commercialized sectors do for a nation besides enhance economy? What would an industrial plant do for a nation besides an enhanced economy? ETC. I've thought about industrial plants creating raw materials for businesses, but the purpose of that would ... be.. uhm.. non-existant in the player's eyes. I'd apprieciate any help offered, and I apologize for the ambiguous nature of the post. |
| 08-15-2003, 01:33 AM | #2 |
That's all commercialization does in real life :P Maybe open up tech trees and/or units. |
| 08-15-2003, 02:06 AM | #3 |
You could have industrial plants be able to build like a tank, or a few troops. ect.. at the cost of the same price as the unit is normally (but build either instant or with small wait) and it destroys the factory. SO basically if you underestimated your opponents forces you still have a chance by rushing in all your plants, but its quite costly. Commercial Centers could have an ability which allows them to remove a unit and return 75% of the cash of the cost of a unit. So you can demobilize during times of peace. |
| 08-15-2003, 03:20 AM | #4 |
I've decided with help of a NW player that indus plants will provide a 1% handicap bonus per indus plant due to better materials. (Slightly rational!) Commercial buildings are still open however.. I already have a building that retires units. Moo.. |
