I disagree, at least if the global energy idea is used. No matter how many Dark Pylons you have, you will only be able to cast 2 abilities from full energy. So they can be cheap - you build more of them to be able to cast the abilities at new locations.
The only purpose of making them expensive is to limit how often you can cast the abilities. With global energy reserves, that's already limited by default.Well I think thematically the existing abilities do fit: cloaking and energy recharge are pretty Protoss-like. The issue is the way they are implemented is more combat-oriented. The other problem is that base-specific mechanics can run the risk of encouraging turtle strats which is usually bad.
Perhaps building cloaking, which I have seen suggested a few times. This is in the same territory as mr.peasant's Mirage ability. Of course this would have to be in tandem with having DP cost increased (or having them share a global energy pool) to avoid players just spamming them.
I could also support a production-boosting spell that would "overcharge" a building for faster unit production or research. That might be hard to balance though.





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Although, I haven't picked a choice yet. I'm leaning more towards one at the moment but two is good as well.