why supply cap? - Page 2
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Dfgj
Singapore5922 Posts
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KULA_u
Switzerland107 Posts
It would be more interesting to have a +50 supply T3 upgrade for zerg ![]() | ||
Hejligan
Sweden4 Posts
Alot of peapole seems to be worried that it will take aeons for the sides too attack each other, but what if the supply/control/psi cap was timed, for an example: Below 20 minute in too the game you can't go higher than 200 supply/control/psi but after that 20 minutes, you can build up to a 400 supply/control/psi cap, and 35 mins 600 supply/control/psi and so and so forth. User was warned for this post | ||
sweetbabyjesus
Denmark168 Posts
On June 01 2012 17:30 Hejligan wrote: Alot of peapole seems to forget that he said removing the 200 supply/control/psi cap, not removing the supply/control/psi cap itself. Alot of peapole seems to be worried that it will take aeons for the sides too attack each other, but what if the supply/control/psi cap was timed, for an example: Below 20 minute in too the game you can't go higher than 200 supply/control/psi but after that 20 minutes, you can build up to a 400 supply/control/psi cap, and 35 mins 600 supply/control/psi and so and so forth. I'm not saying that this is a bad idea, (i will let others do that for me ![]() ![]() | ||
Hejligan
Sweden4 Posts
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Hejligan
Sweden4 Posts
On June 01 2012 18:06 sweetbabyjesus wrote: I'm not saying that this is a bad idea, (i will let others do that for me ![]() ![]() I thought of something, what if all your larva dies after the 20 min mark, and you have to re-produce them. And the supply you build when capped becomes a "Unsupplied supply depot." And you'll have to pay a slight fee when not capped to get them supplied. And for the pylons, you can have "Unpure Pylons." Which will pretty much do the same thing as the Unsupplied Supply depots. Wouldn't that kinda solve the problem, eh. | ||
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GMarshal
United States22154 Posts
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