I'd certainly vote for keeping the tech tree relatively compact. Avoid any small incremental buffs and go for things that each have a visible impact on the game - unlocking new units, new capabilities for existing units. It might be interesting to explore mutually exclusive technologies, or those that have downsides as well as a core benefit. Perhaps making the choice between a long range AOE cannon, or a more powerful point blank AOE suicide unit - both could fulfil the similar r
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Core i7 3770K, 16GB System Ram, GTX980 4GB, Win8.1 (Will switch to Win 10 on launch)
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A good example that I'd love to see used is the Supreme Commander approach: - You can order a factory to assist another (typically, order all your ground factories to assist one that you've picked as "primary") - Give that Primary factory rally points, and queue all production on that factory. In a supcom game that will often be a mix of a few dozen units on infinite loop. - All non-primary factories will simply pick the next thing in the prim
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