Forge

Post a reply

Confirmation code
Enter the code exactly as it appears. All letters are case insensitive.
Smilies
:) :confused: :mad: :( :p ;) :D :o :rolleyes: :cool: :eek:

BBCode is ON
[img] is ON
[flash] is OFF
[url] is ON
Smilies are ON

Topic review
   

Expand view Topic review: Forge

Post by Tooltip » Mon Feb 27, 2012 10:06 pm

Who said it was a tech tree structure. It's just a tech structure.

For research3 worlds, it adds strategy between the production focus and the defensive support focus.

Post by Vasasalo » Sun Feb 26, 2012 11:46 pm

Idk, How it is on a world that has more than a level 1, but I figure once you cap a city it should open up a level 2 academy and once that's upgraded more advanced troops troop stat bonuses etc should become available. Etc. with different paths you can go down so it's not all cookie cutter stuff might make it more interesting.

Forge

Post by Thelonious » Sun Feb 26, 2012 6:55 pm

I was wrong to suggest reducing the forge levels to 5, one for each distinct difference in tech. Rather, the forge ought just be removed. Why have a tech tree structure without any tech tree branches? It's a structure that serves no purpose but to stall the player from getting actual, functional buildings and units.

Alternatively, the forge could offer tech options, which I'm lead to believe it does in some worlds. Without the tech upgrade functionality if the forge, though, it's just utter slop!

/nitpick

Top