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Okay, the idea for my new map is an AoS, but instead of using heros, the player will control regular units. However, these units will be improvable via upgrades so as to simulate gaining levels. However, the problems arise in how I will make the upgrades as conveniently upgradable as possible. I haven't decided as to how I want the upgrades to work. There are three possibilities, each with a certain problematic issue. I am also concerned with personal opinions as to which way you would prefer, for the sake of a user-friendly, fun game.
1. Providing a building in which to research upgrades.
Pros: Easy to do.
Cons: Inconvienient
Problems need solving: None
2. While browsing through the hero fields, I noticed that heros can also provide upgrades. Though I have not tested whether this actually works, I have considered making an invisible hero that would follow the actual player's unit around.
Pros: Allows player to find unit with the top right icon.
Cons: Not enough icon space without using a spell book type way of condensing the upgrades.
With all the move/defend/attack icons filling the top row and more, there isnt enough space to fit as many as I want without spellbook ability for upgrades.
Problems need solving: Is there a way to compile multiple upgrades into one icon???
*3.* As mentioned above, I have wondered that if there IS a way to condense multiple upgrades into one icon in a spellbook way, I could give them said icon.
Pros: Very convenient
Cons: Is it possible to create a spell-book upgrade icon?
Is it possible for units to be able to research upgrades?
Problems need solving: As with method two, is thee a way to compact multiple upgrades into one expandable icon?
Is there a way for units to research upgrades?
I realize that there are ways I can get around these problems using dummy abilities, and other things, but really, I believe it would make the map too "triggery" though Isuppose if it all comse down to it, I may do just that. I just want to know if there is an easier way...
And as I have stated the three ways, I would most like to execute way two, but I need to figure out a way to make it possible. If anyone can help me out, or tell me how to accomplish such a task I will be sure to give them credit.
1. Providing a building in which to research upgrades.
Pros: Easy to do.
Cons: Inconvienient
Problems need solving: None
2. While browsing through the hero fields, I noticed that heros can also provide upgrades. Though I have not tested whether this actually works, I have considered making an invisible hero that would follow the actual player's unit around.
Pros: Allows player to find unit with the top right icon.
Cons: Not enough icon space without using a spell book type way of condensing the upgrades.
With all the move/defend/attack icons filling the top row and more, there isnt enough space to fit as many as I want without spellbook ability for upgrades.
Problems need solving: Is there a way to compile multiple upgrades into one icon???
*3.* As mentioned above, I have wondered that if there IS a way to condense multiple upgrades into one icon in a spellbook way, I could give them said icon.
Pros: Very convenient
Cons: Is it possible to create a spell-book upgrade icon?
Is it possible for units to be able to research upgrades?
Problems need solving: As with method two, is thee a way to compact multiple upgrades into one expandable icon?
Is there a way for units to research upgrades?
I realize that there are ways I can get around these problems using dummy abilities, and other things, but really, I believe it would make the map too "triggery" though Isuppose if it all comse down to it, I may do just that. I just want to know if there is an easier way...
And as I have stated the three ways, I would most like to execute way two, but I need to figure out a way to make it possible. If anyone can help me out, or tell me how to accomplish such a task I will be sure to give them credit.


