res production

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
Will the amount of resource and/or the base rate at which resource can be extracted from a specific node be configurable by the map developer? If so, can this be adjusted mid-game? I've been thinking about an idea for a map which would either temporarily turn off or adjust the resource flow of certain nodes based on events (triggers) in the game.

Comments

  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    Thats a neat idea and will probably be easily configurable with some lua. Generally there are a few options to go for here...

    * All nodes start at a regulated rate then reduce that rate to zero or a very low number after it goes past a certain capacity number. This emphasizes a shorter game length I think since players know that eventually the 'good stuff' will not be readily available.
    * All nodes start at a high rate and maintain this rate until destruction. This is generally what most RTS go for.
    * Variations on node flow rates. Similar to gold / blue minerals in starcraft 2. Either harvesters get upgrades or nodes are just more or less productive.
    * Ticket type resource structure, where nodes prevent ticket decay, fairly common in most FPS, and can be seen in some RTS, such as Company of Heroes (with good effect).
    * Upkeep income, where the more you have in the field the less income you collect, similar to warcraft 3.
    * Random elements that grant bonus resources... such as a discovered stockpile

    Interesting idea to discuss, but I suspect they'll probably just go with a default fixed rate of income for all nodes. Of course you'll see a lot of variation on this in custom maps. ;)
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    That should probably require to set up a complete mod.
    Map specific resource models would be terribly confusing.
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    I say no to custom intake rate, but I do think it should be possible to deactivate a node from triggers.

    Say like Marine's Weld a generator, that RES Node is now powered. This could also be triggered by welding open a door to a RES Node that has been pre-placed Neutral.

    Basically this would be usful for Scenario maps(with pre-placed structures and stuff).
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I hope the editor can handle this somehow. It might be confusing in some cases, but then again giving mappers the tools to cope with gameplay issues and create variation is highly beneficial.

    I don't know if things like this could be included in the LUA mod filter somehow. For example to enable certain kinds of map features you'd need to have a use map settings server option checked, which shows in the filter.
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    <!--quoteo(post=1776924:date=Jul 4 2010, 03:12 AM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Jul 4 2010, 03:12 AM) <a href="index.php?act=findpost&pid=1776924"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope the editor can handle this somehow. It might be confusing in some cases, but then again giving mappers the tools to cope with gameplay issues and create variation is highly beneficial.

    I don't know if things like this could be included in the LUA mod filter somehow. For example to enable certain kinds of map features you'd need to have a use map settings server option checked, which shows in the filter.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Agreed, gives mappers a chance to add nuances to a map for flow and gameplay to create unique and interesting situations. Even a few simple variables would add a great range of depth to the resource model.
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