This topic was automatically created for the discussion and updating of Rocket Ship v1
Author's comment about this tower:
iron go vroom
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Rocket Ship v1
Re: Rocket Ship v1
As it currently exists in the game, this is a trap. The 10 upgrades you spend on this thing could instead be spent on 10 oils (4 white, 4 blue, 2 yellow). That's not a fault of the tower so much as it is the current design of the game, but it does make investing the 30000~ gold you need to unlock the tenth upgrade completely wasteful.
I think the idea of a tower you can micromanage a little bit is cool, as is a tower that steadily upgrades (helicopter zone is good fun for this). I don't know how you would maintain the core idea without sacrificing some element of it. The best idea I could think of was this;
-You have to pay Crew to upgrade the ship, temporarily weakening it. You can still pay gold to gain crew, giving it the same "feeling", and crew members typically drop while a wave is active meaning a player must time when they upgrade it. This combined with an increasing amount of crew members that needs to be spent to upgrade it would allow you to gate progress behind levels, ensuring it must at least be level 20+ to get to the final rank
Alternative less interesting idea
-Make upgrades based on successful probe returns to give it a vibe of actually doing research with a chance of failure. More trips needed per upgrade, tying into the more crew members = more success.
I think the idea of a tower you can micromanage a little bit is cool, as is a tower that steadily upgrades (helicopter zone is good fun for this). I don't know how you would maintain the core idea without sacrificing some element of it. The best idea I could think of was this;
-You have to pay Crew to upgrade the ship, temporarily weakening it. You can still pay gold to gain crew, giving it the same "feeling", and crew members typically drop while a wave is active meaning a player must time when they upgrade it. This combined with an increasing amount of crew members that needs to be spent to upgrade it would allow you to gate progress behind levels, ensuring it must at least be level 20+ to get to the final rank
Alternative less interesting idea
-Make upgrades based on successful probe returns to give it a vibe of actually doing research with a chance of failure. More trips needed per upgrade, tying into the more crew members = more success.