#Cloning bay
1 messages · Page 1 of 1 (latest)
ive thought of this too trying to figuring out a good way to implement it.... per day sounds nice... how would it work for 5 of them?
Ive thought of having it produce a random worker once per day or two days.... per cloning bay/hibernation pod.
I was just thinking they'd be additive, but it could just be you have 2, and then it has a charge time that just gets reduced the more you have
This could also become a meta-progression upgrade eventually
Kinda like the recycler
I definitely agree getting more units in long run makes 900m builds easier...my biggest mineral sink later on is maintaining 19 workers. all it takes is a stupid rock or something similar to randomly wipe half my crew >_>
The idea was really just, you invest into some buildings that generally you dont want to use, and they cost a lot, so it's a lot of investment, but at least it stops the death spiral from losing too many workers (where you know, you lose half your crew, dont have minerals, trying to mine, you lose more, and then after 2-3 days, you eventually get in trouble because you just wasted all minerals for a while on nothing)
yeah thats a struggle
Of course, the other option is better worker AI
oh yeah found my earlier post about cloning https://discord.com/channels/1227273641578856478/1245116470011367606
But well... I'm of the opinion that at this point their brains are too fried for that x)
Hehehe the devs? XD
The cloning bay could immediately replace a worker that dies, but only once per day, and resetting in the morning. If there is no "open" cloning bay when a worker dies, the player will need to use the barracks to replace it. A cloning bay would not replace a worker that died the previous day.
That makes sense. So it charges and triggers like splitter except trigger is unit death
Yes, this was my idea
The numbers can be toyed with until they are balanced.
That's a good one!