(13-04-2014, 08:46 AM)Seriously Unserious Wrote: Some balancing that could be done here is:
-some cheap, weak creatures could have some special advantage in certain situations, others could just be so cheap that you can easily spam the dungeon with hordes of them.
- the more powerful creatures could be very expensive to make, so you can get more combat power out of some of the weaker but cheaper creatures, but the more powerful creatures are cheaper to maintain in the long run as a squad 6 of them could be as effective as a small army of 20 or 30 of the weak creatures, and the squad those 6 strong creatures wouldn't need to eat as much as the horde 30 weak creatures would.
- some very powerful creatures could require a specific combination of resources at least some of which would be very rare so only a few could ever be made
Doesn't it make making creatures hierarchic? Each creature need to be usable as a single creature, this is not common RTS game where each unit doesn't matter, just if you have bigger group. We discussed some time ago that if we want some creatures be harder to maintain let's it won't be determined by their production cost or power, but by needs that one have bigger, other lesser or equipment is more expensive or it require more food, etc. So it doesn't matter how much does a creature cost or what resources are needed (if it comes to creatures made from DM only of course), but your capability to maintain your minions. In short thanks to that system we don't need to trouble ourselves about producing creature - it's very simple and it's up to you how you want to conquer the land.
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy