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Re: [glob2-devel] gameplay ideas
From: |
Andrew Sayers |
Subject: |
Re: [glob2-devel] gameplay ideas |
Date: |
Mon, 20 Jun 2005 13:31:40 +0100 |
User-agent: |
Mutt/1.5.9i |
> 3. my own idea, having the ability to make units commit suicide would be
> nice. Sometimes I find I have too many workers towards the end of the
> game with rather limited resources and don't want to waste them feeding
> the uneeded guys.
You could entice some of your guys with a flag, then lock them in with a
forbidden area. They might convert if your enemy has any fruit, but
that could be a benefit because it forces the excess onto him.
- Andrew
- Re: [glob2-devel] Language demands, (continued)
- Re: [glob2-devel] Language demands, Stephane Magnenat, 2005/06/17
- Re: [glob2-devel] Language demands, Bo Lorentsen, 2005/06/19
- [glob2-devel] gameplay ideas, Kyle Lutze, 2005/06/20
- Re: [glob2-devel] gameplay ideas, Gabriel Walt, 2005/06/20
- Re: [glob2-devel] gameplay ideas, Stephane Magnenat, 2005/06/20
- Re: [glob2-devel] gameplay ideas, Andrew Sayers, 2005/06/20
- Re: [glob2-devel] gameplay ideas, Emmanuel Eckard, 2005/06/20
- Re: [glob2-devel] gameplay ideas, Stephane Magnenat, 2005/06/20
- Re: [glob2-devel] gameplay ideas, Emmanuel Eckard, 2005/06/20
- Re: [glob2-devel] gameplay ideas, Cyrille Dunant, 2005/06/20
- Re: [glob2-devel] gameplay ideas,
Andrew Sayers <=
Re: [glob2-devel] Language demands, Stephane Magnenat, 2005/06/16