An idea for making them to move would be to add a limit to how much the oil derrick can mine because they all cant have struck it big but the downsides to it will be how to implent it and what will happen when all the oil derricks have extracted all the oil.Spaceman wrote:
Whats the only thing a defender would need in this situation? Resource. Make him move to get his resource.
Power and Massing
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gkug
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Re: Power and Massing
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psychopompos
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Re: Power and Massing
ok ko , i got ya now. me getting a bit carried away :-[
if your worried about research being too cheap, i think its easy enough to change the cost.
as for turting, limit storage to to 10'000, requiring reserves/refineries to be built to exceed that.
and the thing with refineries, they go bang easy.
i dont know what the splash damage limit is in wzbut if the explosion from said refinery destroyed adjacest buildings, and the splash effect burned everything within 25 tiles, turtling could get harder, as one good lassat strike could half kill a base.
theres always the idea that units in an enemy base, can raid enemy power.
ie, take power form you enemys reserve rather then yours.
with ai, this means they will just stop and die, like every other game with exaustible resources.
resources that dont run out is a feature that keeps WZ above soo many other games available.
as when it comes to attrition being a viable tactic, the game dies with the resources
if your worried about research being too cheap, i think its easy enough to change the cost.
as for turting, limit storage to to 10'000, requiring reserves/refineries to be built to exceed that.
and the thing with refineries, they go bang easy.
i dont know what the splash damage limit is in wzbut if the explosion from said refinery destroyed adjacest buildings, and the splash effect burned everything within 25 tiles, turtling could get harder, as one good lassat strike could half kill a base.
theres always the idea that units in an enemy base, can raid enemy power.
ie, take power form you enemys reserve rather then yours.
whoever runs out first is slowly mauled by artillery, and cant do jack about it.gkug wrote: An idea for making them to move would be to add a limit to how much the oil derrick can mine because they all cant have struck it big but the downsides to it will be how to implent it and what will happen when all the oil derricks have extracted all the oil.
with ai, this means they will just stop and die, like every other game with exaustible resources.
resources that dont run out is a feature that keeps WZ above soo many other games available.
as when it comes to attrition being a viable tactic, the game dies with the resources
Last edited by psychopompos on 21 Jan 2008, 22:23, edited 1 time in total.
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doom3r
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Re: Power and Massing
Yeah, but your unit should only be capable of bringing a very limited quantity of power, and with a special turret only. Imagine what would happen if an enemy unit shoots to a barrel your unit is carrying, you'll need some protection for them so you're going to need a special storage turret to do the job.theres always the idea that units in an enemy base, can raid enemy power.
ie, take power form you enemys reserve rather then yours.
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psychopompos
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Re: Power and Massing
a tanker you mean?doom3r wrote: Yeah, but your unit should only be capable of bringing a very limited quantity of power, and with a special turret only. Imagine what would happen if an enemy unit shoots to a barrel your unit is carrying, you'll need some protection for them so you're going to need a special storage turret to do the job.
i think if lost you agen.
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Spaceman
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Re: Power and Massing
Nexus Link Turret
Extracts the power from the enemies reserves and into your tank/reserves (at a slow rate) while converting them to your side, it would take away the advantage of power (tanks and defenses). I like the idea with reserves. It makes it easier to take out the enemy power reserves. If you make relatively big buildings it will mean that they can't fit it in to a compact base
Extracts the power from the enemies reserves and into your tank/reserves (at a slow rate) while converting them to your side, it would take away the advantage of power (tanks and defenses). I like the idea with reserves. It makes it easier to take out the enemy power reserves. If you make relatively big buildings it will mean that they can't fit it in to a compact base
Last edited by Spaceman on 21 Jan 2008, 22:33, edited 1 time in total.
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gkug
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Re: Power and Massing
Hmm i see your point there but im also thinking that not every oil derrick will have acess to a big reserve but only a few will so the majority will only have a small supply then run out thus making oil derricks important in a games late stages.psychopompos wrote:
resources that dont run out is a feature that keeps WZ above soo many other games available.
as when it comes to attrition being a viable tactic, the game dies with the resources
By doing this it will allow WZ keep its unlimited resources and possibly add some strategy to the game
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gkug
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Re: Power and Massing
can you explain that cause its a bit confusing to understand what you mean by it.Spaceman wrote: I would of suggested to have the oil replaced at a certain rate, thereby if they keep extracting they are bound to run out of resources some time or other
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doom3r
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Re: Power and Massing
Do you mean "i think i've lost you again"?i think if lost you agen.
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Spaceman
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Re: Power and Massing
You have limited supply of oil as was suggested earlier e.g. 10,000. For sake of arguement.
As soon as someone starts using this oil it would get replaced at a certain rate, but will never exceed 10000 the amount of oil avaliable at that derrick, so if you reach 0, it would gradually build back up again, but it would do this all the time as long as it does not exceed 10000.
It like renewable resources, tree's only grow at rate certain cut them down any faster than that, and you will soon run out e.g. the amazon rainforest. But they will alway replace themselves (enless of course you cut them all down, but don't go there). This would prevent turtiling and would solve the exhastible resource problem as the game would not grind to halt as oil is always being replaced, you may have to be a bit clever on where you extract oil from.
Of course this would mean power plants should extract oil faster than it is being replaced.
As soon as someone starts using this oil it would get replaced at a certain rate, but will never exceed 10000 the amount of oil avaliable at that derrick, so if you reach 0, it would gradually build back up again, but it would do this all the time as long as it does not exceed 10000.
It like renewable resources, tree's only grow at rate certain cut them down any faster than that, and you will soon run out e.g. the amazon rainforest. But they will alway replace themselves (enless of course you cut them all down, but don't go there). This would prevent turtiling and would solve the exhastible resource problem as the game would not grind to halt as oil is always being replaced, you may have to be a bit clever on where you extract oil from.
Of course this would mean power plants should extract oil faster than it is being replaced.
Last edited by Spaceman on 21 Jan 2008, 23:21, edited 1 time in total.
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psychopompos
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Re: Power and Massing
dirrerent wells, extracting at different rates, could be another answer, but thats a bit like the metal patches in TA.Spaceman wrote: You have limited supply of oil as was suggested earlier e.g. 10,000. For sake of arguement.
As soon as someone starts using this oil it would get replaced at a certain rate, but will never exceed 10000 the amount of oil avaliable at that derrick, so if you reach 0, it would gradually build back up again, but it would do this all the time as long as it does not exceed 10000.
oops... yea. ¬_¬doom3r wrote: Do you mean "i think i've lost you again"?
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themousemaster
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Re: See your point
Age of Empires was it? Empire Earth? (One of those 2)Spaceman wrote: But more like circles around supply depots where tanks/ships can refuel. This maybe more up the RTS street, than proper lines of supply.
They were decent games. In them, the concept of an "area of effect resupply/heal" around your barracks/docks fit well.
But here's a question: based on other threads here, people are already displeased at the way auto-retreating, and retreating in general, is handled by units (and attached units). This is going to be yet another thing that units have to retreat for. Do we really want yet another reason to make Turtling a powerful strat? Knowing that you could not only win a turtle by destroying the attackers, but also by just outlasting their ammo, makes anything other than 80-unit steamrolling an unattractive endeavor.
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Spaceman
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Re: Power and Massing
Well, if you could help make turtiling a less viable option. We have already looked as storage depots, that store power and so you could destroy them to make them run out of power and so their defenses/tanks won't work. Make it so the oil derrick cannot be used constantly. A turret that can extract power from enemy tanks and defenses of course they could use this back at you so that you can use it in your tank (if it is attached to the tank).
There is only one other way I know, that is to redesign maps so 4 oil derrick aren't bunched together, making a siege possible. Getting them to come out of their base in order to find resources, which they would require to run tanks/defenses and all the normal stuff. Based upon renewable resources idea.
You won't have to retreat for power too often, as well as supply depot, you could have supply tanks, that would take power too your army. Of course these may be an easy target for your enemy. As well as this tanks should have relatively large power storage capacity (especially heavy bodies), enabling them to survive long enough to launch an assault on an enemy base.
If you can think of any other ways associated with power it would be helpful
There is only one other way I know, that is to redesign maps so 4 oil derrick aren't bunched together, making a siege possible. Getting them to come out of their base in order to find resources, which they would require to run tanks/defenses and all the normal stuff. Based upon renewable resources idea.
You won't have to retreat for power too often, as well as supply depot, you could have supply tanks, that would take power too your army. Of course these may be an easy target for your enemy. As well as this tanks should have relatively large power storage capacity (especially heavy bodies), enabling them to survive long enough to launch an assault on an enemy base.
If you can think of any other ways associated with power it would be helpful
Last edited by Spaceman on 23 Jan 2008, 19:29, edited 1 time in total.
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gkug
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Re: Power and Massing
what about making that each power plant can only power a certain amount of buildings so they would be forced to expand just to have enough room for power plants
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psychopompos
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Re: Power and Massing
does it really even need to be put into the main distro?
why not make a mod?
that way people can try it out as and when they desire.
that way mr turtle would be forced to attack to keep you away from their base altogether.
why not make a mod?
that way people can try it out as and when they desire.
sounds like C&C. though, i guess viable, would help if they went bang in a big way.gkug wrote: what about making that each power plant can only power a certain amount of buildings so they would be forced to expand just to have enough room for power plants
that way mr turtle would be forced to attack to keep you away from their base altogether.
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doom3r
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Re: Power and Massing
With Massing and "energy delivering" on it, the game would look like Supreme Commander a lot, where you have to extract massing from ruins and place a massing storage near them.