General (#1) - Morphing time (#19) - Message List

Morphing time

I think we should revert it back to 60s morphing time. Right now morphing is fine for mexes and radars or even solars. But morphing geo takes about 10 minutes, way too long to be usefull.

  • Message #60

    lol it is much easier to assign a special upgrade time for geos.

    see "ca\LuaRules?\Configs\morph_defs.lua"

  • Message #61

    I dont even use moho geos, the things explode like nukes. Does it upgrade to prude etc?

    If you want a fast speedy buildtime, you got to get some cons there, i say. Upgrading just takes away the need to balance your economic income vs your expenditure (buildpower) because if you are excessing, you can always just upgrade a bunch of solars (or such).

    • Message #62

      I completely agree. I don't like the concept of units upgrading themselves. The build power variable is a very interesting part of the TA gameplay.

      • Message #63

        I am now routinely upgrading things on batches to soak up my excess, then cancelling them as soon as i stall, which refunds what i spent on them instantly. I do this instead of making storage.

        • Message #64

          How about building upgrade centers which give you upgrade workertime. Kind of nanotowers with unlimited range that can only be used on upgrades. As a side benefit, it would add an additional strategic target for precision strikes.

          • Message #65

            I think what it would add is bloat. The only reason to include the upgrade function is to to minimize the micro and logistics needed to upgrade to a t2 economy. Why not just build the thing manually, if you need to send out constructors, make something that is useless after you've finished your upgrade, etc?

            Personally, if we are going to go this direction, i would seperate moho mines from the tech tree entirely, not connected to t2 facs. Perhaps you need to produce a 'moho centre' or such, to create them. This would help alleviate the problem of t2 making your economy go into overdrive, as well- so we can focus on balancing t2 without worrying about what it does to your econ.

            Something det spotted: Once you have a t2 fac, you can moho, even if you reclaim the fac/it is destroyed. He plans on exploiting this mercilessly by teching to t2 kbots, reclaiming, and going moho right away.

            • Message #66

              Something det spotted: Once you have a t2 fac, you can moho, even if you reclaim the fac/it is destroyed. He plans on exploiting this mercilessly by teching to t2 kbots, reclaiming, and going moho right away.

              this was my intention :-o

              cause if you are late in the game and all are t2 and somebody bomb your t2 fac, it should possible to bounce back without to start with t1 again. And it make sense too, cause with building a t2 fac you gain the knowledge how to build adv. buildings, and normally you don't forgot learned technologies ;)

              btw you could do that without upgrades too ... i metion greenfields .. (tech t2 build 1 adv worker, reclaim ...)

              How about building upgrade centers which give you upgrade workertime. Kind of nanotowers with unlimited range that can only be used on upgrades. As a side benefit, it would add an additional strategic target for precision strikes

              i always planed something similar. How about a command center, where you can buy new technologies like more upgrade power, more factory build power, new buildings/units, enhanced armors, more dps, spells, ... (alot of rts does have such centers: c&c, aoe, ...)