I propose that we add in T6 buildings to every tree.
T6 buildings will cost 10k metal and 5k oil (scale to match other buildings)
T6 FARM: Allows you to upgrade TB. (an upgraded TB will be able to charge a 6 tick shield and will give 10 ticks of radar range. Or charge a 6 tick shield and function as a gate.) It will cost 1k metal and 3k oil to upgrade a TB.
T6 METAL/OIL: Allows you to build upgrades on resources outposts.
(upgraded res ops will give 50% more resources every tick. Once the res op is taken by another team, the upgrades will be destroyed. it takes 12 ticks to upgrade a resource outpost.)
T6 Energy: Allows production of up to (5) energy plant outposts. Each energy plant outpost will cost 50 E, 500metal and 1k oil to build. Each energy plant gives only the owner +1 energy per turn, not the team.
T6 Converter: Allows you to trade workers for resources. (1 worker = 200 Metal, 400 oil, 1 e) (need suggestions on this one)
T6 Silo: Two options: 1.) allows for production of a forth type of unit that has no chassis advantage vs anyone and does 100% weapon damage vs all chassis.
Option 2: Allows you to build upgraded missile silo. (can hold 2 missiles at a time, or can launch missiles up to 48 ticks, can’t decide.)
T6 Gate: Allows for production of upgraded gate (upgraded gates cost 2k metal and 1k oil to upgrade)
Upgraded gates cannot be jammed OR Upgraded gates cost no energy to travel to and from.
T6 SPY: Allows prodcution of a second agent and allows 20 spies to be placed at a time.
T6 ION: Allows for production of Tesla Towers (idk res at this point fk it)
Tesla towers behave similar to Missles in the fact that they have a 24 tick range.
Each tesla tower will be able to ion any squad/nuke in a 24 tick radius for a cost of 50 E.
Each tesla tower will take 12 ticks to rechange, but will cost nothing to rechage (Cool down basically)