I know faction can be changed. I just don't view regulat mp mode just with 'team human vs team with ai" as coop. It's effectively the same as team human vs team human. That's just 'multiplayer' imho. In my ideal little world, coop is an entity unto itself delivering an experience unique from sp or mp modes (or at least leaning toward the depth of sp, as 99.9% of mp modes are very superficial relative to an sp campaign).

After a bit of thought I may have a simple idea for production pacing. Do it like Red Alert: you can queue up whenever you want regardless of capacity (or funds). I mean that, I select my production structures, I click units in the order i want them produced, but there is literally no cap to how much i can click. Right now, dragon commander forbids a queue beyond maximum unit capacity. Instead, one should be able to continue clicking up their queue in the order they want, and only add to the maximum cap as the units come out instead of in the queue. Once the unit cap is reached, production halts, but the queue remains. So as units die, they free up unit space, and the forge/factory/etc produce the next unit in line to replace it.

This could make it exponentially easier to maintain a production line in a fasted paced game. Any macro rookie can over queue, and would put so much more control into the commanders hands as it drastically reduce macro apm needs. Now the 'penalty' to playing as the dragon would be the inability to directly control the new units (ie send them all to specific location as 'all units attack this point' is not particularly efficient).

Its a simple solution, and simple is generally best. KISS.

Last edited by JadeViper; 01/07/13 06:59 AM.