Units should be able to have an aura that affects nearby units in a range (default range can be the sight of the unit) which can influence all properties of a unit positively and negatively (properties like HpRegen, Attack Speed, armor, movement speed, Ep regen, attack distance, resource harvesting speed) Upgrades should be able to handle auras too. For example, an upgrade makes an aura more powerful or an aura that requieres an upgrade. Upgrades should be able to affect specific units (if possible not units only by name for example an aura that affects only units below 10% of their hp)
And another parameter should be: enemies only, allies only and all
Also another parameter to specify if the aura stacks with other auras (unique (cannot stack), stackable)
The first application of this (in my opinion) can be to balance magic.
That's the changes that i would do:
- An aura applied to the library: Increases Mage tower's production speed (a little) (stackable)
- An aura applied to summoner's guild: Increases HP regen to combatent units (unique)
- An aura applied to archmage tower: Increases mining speed of initiates (unique or stackable) (if it is stackable there is a reason to build more than one, and this is interesting)
- An aura applied to archmage tower: Increases EP regen to archmages (unique)
- An aura applied to archmage tower: Increases armor of mage tower in a specific amount to make consolidated magic bases less vulnerable to an air rush attack (unique)
I know that some people is going to say that magic is already balanced but it's not becouse if you do a game CPU vs CPU never win the magic faction. I know that magic is focused on quick rush but if your rush fails the game can't be lost for you. Also, is very predictable that a magic player will attack early and you can start buildng a barracks (for example) and produce few units quickly to prevent that easily.
If you agrre with something but disagree with other thing, please say it.
I wait for your answers and please, be constructive.