The discussion in 6.00d changelog got me thinking..
At the moment towers and units essentially fill the same role.
While this creates some potential for more diverse approaches duplication rarely works out well.
I think there should be some purposeful differentiation here..
- Towers are much more effective at base defense
- Units are Less effective at defending the base
- Units that can compete with towers are very expensive
- Units should have their own unique uses
Now that last point I find important.
A few thought on how to achieve that:
- There should be a reason that units leave the base and accomplish tasks that can not be achieved with static defenses.
- Accomplishment of these tasks could
- Buff defenses
- Disable or lower creep abilities
- Remove creep aura or add friendly aura
- Provide bonus experience
- Provide access to a bonus item
- Give gold
- Give lumber
- Give free tiny mills
- Give free tomes
- give free books
- Give items to hero
- Possibly upgrade an item for hero (Black Larcey upgrade item for example)
- Upgrade units in a small radius (Light marine->medium marine ->marine ->Marine Sergeant ->Lientennant->etc) *
- What the tasks could be:
- Hold a designated base for 5 minutes (protect a ward)
- Kill a monster aura ward
- Kill creep summoner
- Kill boss summoner
- Hunt for relics
- capture a building (player enter circle-> give player control)
- defend a building(creep enter circle->(player loses control+ becomes uncapturable for 10min) OR structure destroyed)
- Manaburn Hostile caster structure to disable unwanted global abilities
- Power(mana?) friendly caster building
- Accomplishment of these tasks should not be the precondition to survival (think small solo bases who cant afford a strong merc team)
- Some of these tasks should be easy (like kill global healing ward at the center of a map with 1hp)
- some of these tasks should be really hard(Huge 1m HP obelisk that summons waves of creeps)
- a squad of 7 units + herpo should be able to survive small creeps
- Units should be unable to beat most bosses unless many people cooperate OR the player is totally commited to units.
- Units that achieve a kill outside of a claimed base (-claim OR 3 buildings (not walls))
Honestly.. looking at the list i came up with i fear there *could* be a lot of work behind making it happen..
But i hope you find at least something of use in here
*EDIT
Edited by Waffle, 13 March 2013 - 02:37 PM.