Relying on the creeps to cap flags would seriously change the momentum of flag capturing, though. It may not be bad to do that, but it does need to be considered, especially as flags start meaning more when they become the source for creep upgrades. The overall flow of the back and forth needs to be visualized, and any changes you make need to be viewed within that lens. If all progression requires the use of creeps, surgical strikes become relatively difficult. A push has a very diff
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List of ideas we want to be added/changed in the game excluding Heroes
in Demigod Beta Feedback
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It sounds like the problem is that favor is awarded in a binary fashion. You're either the "best" at a given category, or you don't get any favor for doing it. I'm not sure how much of an impact it would have on the overall design to adjust this so that it's a graduated process, where points are awarded for each instance of an action instead - you get x favor points for each demigod kill rather than for killing the most, and so on - but it'd make it easier to understand the interplay between
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