Idea: Experience Fabricator.
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Maximum version.
A structure being constructed. Generates experience for a certain amount of mass and energy. Accumulates experience on an internal counter. It can be on or off.
To grant experience to units, press the experience dose button. For example, there are buttons with values of 500, 1500, or 5000 experience.
Next, aim the targeting reticle (similar to a T3 strategic missile reticle or the "eye" effect) at the units. Then, "launch" the effect (possibly in the form of a fast missile, which upon arrival visually splits into beams for each unit within the targeting area).
Each unit within the targeting area will receive the selected experience dose.Clarifications and expansions:
- The experience accumulation limit and production speed are increased by upgrading a building to the next tech level. Accordingly, the experience doses on the buttons increase. It is still possible to switch to the previous version, with lower experience doses, using the tech level buttons.
- Adjacency bonuses from Mass Fabricators, Energy Generators, and Extractors significantly increase the amount of experience produced, proportionally increasing resource consumption.
- Adjacency bonuses from Storage Facilities significantly increase the experience accumulation limit.
- For balance, the range of the effects should be limited to a certain value with a relatively large radius. As the tech level increases, the radius of the effects increases.
- For balance, the experience accumulation limit on the counter should be limited to a relatively large value. This will require the construction of an additional building for further accumulation – an additional increase in the limit is provided by the adjacency bonus of two Experience Fabricators.
- For multiple Experience Fabricators, the accumulation limit is cumulative.
- The adjacency bonus with unit factories grants a certain amount of experience to the units produced.
Additional possible functions:
Extraction: Within a small radius of a structure, pressing a special button recycles/siphons existing experience from units. For balance, the extracted experience is reduced by 25%. The experience gained is added to the counter in the Fabricator.
Observation: Effect within the experience distribution radius (limited in time, e.g., 30 seconds, and consumes energy): pressing a button requires aiming a small-radius crosshair at a unit (player or ally).A unit within the area of effect receives two effects: 1 - If the unit attacks enemies, the same amount of experience gained by the unit is transferred to the Fabricator. 2 - If other units (including allies) within the unit's vision radius attack enemies, 75% (50%) of the experience they gained is transferred to the Fabricator (units receive experience as usual, with an additional 75%).
Why.
With a surplus of resources, it will allow you to quickly increase your advantage.
Or it will improve your chances of success in a defensive situation.
Or it will allow you to quickly strengthen your units to guarantee victory even when you're behind.I invite you to discuss this.
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Seems like a fun mod. Would never be added to base game
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There was little confidence that the balance team would agree to the integration in its original form.
Perhaps some enthusiasts will like it, with the subsequent creation of a separate mod partially implementing the idea.
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