Posted: Sun Jan 04, 2004 1:14 pm Post subject:
The Economy
OK, in Broken Alliance, I have come up with four ways of gathering cash. I didn't like the method of ore mining, as ore fields were tricky to defend, and offered little strategy.
Which do you think will be best? They are....
Earning small amounts of money every minute from garrisoned civilian buildings
Capturing villages, towns, or cities (clusters of civilian buildings in varying size) by capturing the town hall in the centre. The bigger the settlement, the more funds recieved.
Keep Ore mining
Litter maps with toned-down oil derricks. Players must capture and defend these for funds. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Jan 04, 2004 4:22 pm Post subject:
Of course, capturing towns! This is the spirit of war . This will certainly improve strategy. But for some maps, other methods might be important also, specially in maps that have no city at all... QUICK_EDIT
i would use all 4, depending on the maps, if a player makes a map for a mod, then they have the choice and it maps could change the strategy completely _________________ Tiberian Eclipse for TW
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Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Mon Jan 05, 2004 9:10 am Post subject:
Have you got an shp already for the town centre? Are you using an existing one or making a new one? I'd love to help make it in some way (it's a cool idea, and I like being involved in cool ideas ). _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Very small building for a cluster of houses or a farm.
Slightly bigger building (church?) for a village hall. A reasonably large village.
Medium building for a town hall.
Monumental building for a larger town hall.
Large monumental building for city district (for city maps)
Enormous skyscraper for sprawling cities. QUICK_EDIT
I believe Blitz2 uses a similar method of resource gathering (capturing towns), and it works well in that so i don't see why it shouldn't work well here. QUICK_EDIT
Joined: 01 Jan 2003 Location: You dont want to know.... Trust me.
Posted: Mon Jan 05, 2004 9:55 pm Post subject:
That would be interesting. Id sugest a combination of the methodes because what happens if the buildings get hit with a Nuke? (Nuking defenslice civilions sounds like fun lol ) _________________ No power is ever inherently good or evil. It is how that power is used that determines if it is good or evil.
I may have a mode where you can garrison civilian buildings. Or, since im getting rid of terror drones, I could give the town centre terror drone armour and make all weapons useless against it except superweapons. So on a superweapons game, it would be quite possible to nuke a city to prevent your enemy from getting his hands on it. QUICK_EDIT
But what is a town if not a collection of civilian buildings, i say go for civvy buildings as you can have the town being split between the players, with urban battles to sweep out opponents, bring up the engineers, and re-garrison the building yourself, would make it very tactical. QUICK_EDIT
I like these ideas, they sound like they would make a great game. If its posible, one way to solve the all buldings are distroyed problem is to make the buldings rebuild over time, or be buildable if you capture the main building.
PS: I can't spell _________________ evil is good QUICK_EDIT
It would be good if there was a way to make buildings undestroyable, but they could still go down to red and be damaged(so as to evacuate the people inside.)
Alternatively, I could give each side infantry units which clear civilian buildings.
Perhaps i'll release a small mod which converts the moneymaking system to the two and we can see which is best. QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Tue Jan 06, 2004 8:55 pm Post subject:
There's also one other thing. What about the AI? Will they be able to cope with something like this as they generally have a habit of blowing up almost any civilian building they see. I think it should be more like the bridge repair hut. Indestructable and allows engineers to go into it. If it's destroyable, people will simply blow them all up and starve their enemy into defeat.
Is it possible for units to enter a structure and gain some cash? You could create the illusion of pillaging the supplies there and selling them for cash. Then you could receive a small but steady supply of cash. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Remember, i'll be adding Assaulter infantry to deal with garrisoned civilian buildings.
So we see garrisoning buildings would be more tactical, but it is flawed. Capturing towns would be good, and quite tactical as the enemy would have to break through the outer perimeter of garrisoned buildings as well. I just think it might look a bit silly if the civilian buildings around it are destroyed. QUICK_EDIT
And then some extra taskforces for each side, to make them build engineers, and send them off to capture tech structures. Should work, although they might try to capture all the airfields etc... first, but it should stand a good chance of working if the majority of the tech buildings are civvy buildings. QUICK_EDIT
I'm not worried about AI right now. For those of you who have never tinkered with it, the RA2 AI is immensely powerful. Its just Westwood used it to about 30% of its potential.
What I am worried about is the method and rules coding I will use. QUICK_EDIT
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