2nd Resource Type
spellman23
NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
Too lazy to check archives.
<b>Concept:</b> two types of resources.
<b>Why:</b> Strategic diversity.
<b>How:</b> Either two types collectible (Similar to StarCraft) thus forcing the two sides to fight over specific areas for certain purposes, or generate one (DoW Energy is generated using generators). Other idea is one replaces the res-for-kill mechanic and this res is a separate type.
<b>Issues: </b> Will there be conversion rates? What will they help limit (upgrades only, only high level tech? a bit for everything not basic loadout?). Will this overburden the tech tree / RTS complexity of the game? Map complexity?
<b>Example: </b> Let's take the gathering situation, and have minerals and gas. Modeling on SC, the minerals are good for basic buildings and weapons, but more interesting types such as the MASC, proto tech, and upgrades take a decent amount of gas. So, maps only have a few gas spots, forcing both teams to try and hold them if they want to progress in the tech tree. However, you can temporarily ignore them to try and gain a quick combat advantage and then secure them when the enemy is weaker. For example, let's say the Shotgun only requires minerals. Spamming several shotguns and getting more mineral locations can help give a quick boost which can carry into capturing the gas resources, thus opening up Arms Lab Upgrades or specialized ammo.
This should also help diversify strategies since you can try to balance the two, or only emphasize one of the resource types, giving a different style of play.
Discuss.
<b>Concept:</b> two types of resources.
<b>Why:</b> Strategic diversity.
<b>How:</b> Either two types collectible (Similar to StarCraft) thus forcing the two sides to fight over specific areas for certain purposes, or generate one (DoW Energy is generated using generators). Other idea is one replaces the res-for-kill mechanic and this res is a separate type.
<b>Issues: </b> Will there be conversion rates? What will they help limit (upgrades only, only high level tech? a bit for everything not basic loadout?). Will this overburden the tech tree / RTS complexity of the game? Map complexity?
<b>Example: </b> Let's take the gathering situation, and have minerals and gas. Modeling on SC, the minerals are good for basic buildings and weapons, but more interesting types such as the MASC, proto tech, and upgrades take a decent amount of gas. So, maps only have a few gas spots, forcing both teams to try and hold them if they want to progress in the tech tree. However, you can temporarily ignore them to try and gain a quick combat advantage and then secure them when the enemy is weaker. For example, let's say the Shotgun only requires minerals. Spamming several shotguns and getting more mineral locations can help give a quick boost which can carry into capturing the gas resources, thus opening up Arms Lab Upgrades or specialized ammo.
This should also help diversify strategies since you can try to balance the two, or only emphasize one of the resource types, giving a different style of play.
Discuss.
Comments
Though it could be implemented in a million different ways, I'd say its a good idea as long as it isn't too complicated.
It also could simply be a simple way to differentiate between personal and shared res, but I hope it's much more integrated than that.
I personly don't like making the game more SC like, this isnt a rip off FPS of SC.
So, instead of individual buildings having something like "Energy" for the Obs, have a pool for commander abilities, especially if the commander abilities are implemented to be more global? Not a bad idea. This does lend itself to building generators, invest more primary res to allow more commander powers.
I suggested giving multiple resource looks, you mine them, and they act like a normal RT and pool it to a normal resource, but having more realistic resources!
You can keep the White Gas, but add Metal Deposits, mining either gives you the same amount of res, and the same type, just makes it more logical.
I'll make a thread for it to keep it more streamlined
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104828" target="_blank">Here</a>