Rman Virgil wrote:
For some reason this all reminds me of the Helicopter. The original notion was conceived (along with magnificent engineering drawings) by Leonardo Da Vinci in the 1480s but the first production helicopter didn't roll off the full-scale production line till Igor Sikorsky's 1942 effort (with some piddly and dangerous toys around the turn of the 1900s) - some 400+ years in between a fine idea and a fine working reality. With that example in mind, 10 years doesn't seem like much of an interval.
Well, us being in the age of the internet and powerful computers that can, in real-time, proccess graphics that couldn't even be rendered by a computer cluster 20 years ago, that changed a little bit
For our generation, a few days is already an eternity to wait for updates and development!
And sadly, most people think that making things in the right way, even simple things such as writing a 8-lines long post, abiding to the correct grammar, let alone creating artistical masterpieces, is a waste of time...
But I agree that patience is a virtue that we shall stick to, however tricky it can be sometimes
Anyway, about the power-related ideas:
I'm especially interested in the "batteries" idea;
I don't think that those should be implemented in the campaign though, for a series of reasons: The main one is that, if the player feels okay even though he is exploiting the game's flaws like that, it's up to him, just as cheating is. I believe that a timer would be enough to restrict that exploit to a certain limit (actually you can "exploit" all of a mission's timer to complete all research and generate more power, so having a certain limit to those is acceptable, IMO).
However, for multiplayer games, having some kind of restriction like that for creating separate bases would be very interesting: One thing that comes to my head right now is the possibility of creating another powerful way of adding new "resource-like" aspects to the game. Those would be transport routes - even though that's not outright "collectable", it can surely be implemented by map-making as a valuable thing to protect and think about, and would add another brand-new dimension to strategy. I imagine ground transport routes, water transport routes, air transport routes, all of those being taken into consideration... That'd be
very interesting. Blocking those routes as a way to overcome your enemies would be a new option, rather than just harassing oil derricks as we can right now. It'd also make sensors more valuable, since they'd be essential to detect the enemies' transport routes.
I guess that it is worthy thinking about it, as it'd make the gameplay deeper in a very interesting way. Also, there's that vehicle transport "LZ resource"idea, which would also be definetely an awesome thing to have... But there are already lots of things to make. Surely the devs remember that LZ idea I've mentioned? I guess that Zoid came up with it, in october or november 2009 if I remember right
Well, I may think about something else later
~Olrox