well, if they're like panic buttons they'd only give the pets a chance to escape.. like 1 out of 3 pets escapes... so it isn't avoiding a game mechanic, just reducing the damage a bit...
in addition to the obvious problems, the unobvious issue is that forcing the daily maintenance script to check for the existence of an IOTM for every factory owner would hugely expand the runtime and server load for the script.
and munk, the idea was for space-panic button like thingies that the IOTM pooped, and which you could install into facilities... but yeah, now that I think of it, more variables without a good reason = bad :D
[RANT]the whole idea was just a product of frustration caused by having to choose between
losing production by getting pets out early (cause my midnight is 16:00 game time)
losing sleep by staying late enough or getting up early enough to pull out pets
risking losing pets
option 3 cost me 6 so far... damn I hate non-zero sum games of this type, whichever way I choose I lose :D [/RANT]
but yeah, can't wait for phase 2, doppelpet skills and all that good stuff :D
I don't think so, since I have no clue what that is.
I am suggesting that the more dynamic ways that people can attack each other, the more interesting wars will be and the more good strategy can play into it.
The people doing the facility bombing aren't sacrificing nothing. They can't help reinforce their teams stuff, they lose some of their own production, and they lose whatever pets of theirs happen to collide too.
The fact that you are so annoyed by facility collisions seems to show that it's actually an effective way at making the game more interesting and strategic! :)
yep, sadly I don't have a good fix for the US-centric timezone problem that plagues people living in timezones where midnight AZ time is in the middle of either their workday or when they are sleeping. I'd have to set the tactically important rollover functions to fire at random times of the day to really make it fair in a timezone-neutral sort of way, and that would trigger quite a different kettle of fish.
I think this would be good if it were an IOTM that you could install in the facility, like the acme convert o-matic, a one time use item. Any other way and it looks too powerful to me.
you could just base destruction on the strength of the dopplepets. right now i think the facs just blow at random. last cycle i lost one that i had filled just before roll and their were others that were lower on sheild levels. but if it were based on the hit points of the pet (them fighting back) then the facs would take damage but the mechanic would then go on to another fac and test their strength as well. this then could be tailored in future cycles to whatever skiz munk comes up with for the little guys.