flexoleonhart wrote:yes. I offer to remove limit levels but an experience that they will receive at late levels will greatly depend on the skill Mining. Same for fishers (skill Farming may be?). Same for turrets and walls (keep them same talents).
That is added from version 0.2.0, i don't show, but is tested.
Drills : exp * (1 + mining level * a + Upgrade drill level * b)
Turrets: exp * (1 + bow level * a + Upgrade turret level * b)
Walls: exp * (1 + defense level * a + Upgrade walls level * b) (i'm not sure)
Fisher: exp * (1 + exploration level * a + Upgrade fisher level * b)
But the limit for talents will be deleted, the limit is 100 (i have 100 entities, every level is deleted and created again the building, i can have more, but can't be unlimited)
flexoleonhart wrote:1: Another idea for mine talents. If I buy the talent (it can be change to Tier 4 to complicate the task) I get (for example) an egg (CURSED EGG - of course

). that is until the level of the mine gives a bonus to the experience of this mine. Egg - modul (can be stacked). Every mine have this slots. Why not use it? if possible of course...
hmmm you talking about a module, this module can be bought with talents, and this module gives more exp for that mine?
I think modules can't be stacked in mining drills.
And what about a egg to mine talents? I can add some like 10 modules for all levels, but i don't like that, maybe can buy this eggs from builds > mines gui panel.
flexoleonhart wrote:So hard to present my ideas in a foreign language.
NP, talk to me in spanish (?
flexoleonhart wrote:2: Turrets. Turrets and mines so different. And they cannot simple "unleveled by talents". May be add some new skill - aka "Structures" with 2 or more sub skills: "efficiency", "durability". Durability get exp frop damage taken, efficiency from mined resources or damage dealt (depend on building type).
I can't add modules for turrets, maybe a chest upper the turret, but for mines maybe i do for 0.3
flexoleonhart wrote:p.s. damage of bow with Hardcorio (at easy difficult) is too low. At 4 minute of starting game i've been atacked by 2 zerlings with 50 hp each (bow 7 dmg in 2-3sec, zerlings i think 1 dmg in 0.3-0.5sec). At 8 minute i atacked by 4-6 zerlings... simple guns more efficient
Ok, i've never use hardcorio, i don't like, but i think must have a compatibility patch, basically, the bow lvl 2 must kill 1 zerling with 2 shoots, (lvl 1 with 3 shoots), and with experience, can kill every bitter with 1 hit and can hit every... 0.5 sec? ok, i'll make a compatibility script.
EDIT: Yesterday i've started with classes, works fine, i think today i'll finish with that, is only a bonus of exp in the class who the player choose (miner have bonus x2 in mining and x1 in all others), some ideas about that?