PhoebeIV / OpenRA-OW

OpenRA - Opposing Worlds, a mod that adds a lovely mixed bunch of cool, silly, over the top stuff, while also providing a neat and fun, and (mostly) balanced gameplay experience.
GNU General Public License v3.0
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Civilian Faction #8

Open MinesaeHiromu opened 1 year ago

MinesaeHiromu commented 1 year ago

I am currently reworking the Civilian faction. The primary purpose of Civs will be to provide generous support to other players in a way that would be able to keep those players on par with an enemy team size equal to their own (e.g. 2 Nod players vs 1 GDI player and 1 Civ player).

Buildings Tab

Church (Unbuildable)

This structure acts as a mobile construction vehicle does.

(1x1) (2x1) (2x2) Residential

Can be individually upgraded to medium or high density.

(2x2) (3x3) (4x4) Business

Can be individually upgraded to medium or high density.

(3x3) (4x4) (5x5) Industrial

Can be individually upgraded to medium or high density.

School

Produces teachers.

Hospital

Produces paramedics. Slightly regenerates the health of infantry nearby.

Police Station

Produces police officers, SWAT, and K-9s.

Mechanic Garage

Produces mechanics. Slightly regenerates the health of vehicles nearby.

Supply Depot

Produces new vehicles. Also acts as a drop-off for gasoline tankers.

Weather Station

Provides radar.

Marine Terminal

Produces ships. Provides an invisible resource for cargo ships to collect.

Shipping Point

A small buoy that acts as a drop-off for cargo ships. Provides credits or a buff to nearby friendly buildings.

Lighthouse

Has a large sight range, speeds up nearby naval vessels.

City Hall

Produces construction workers and politicians. Also gives a large construction range.

Airport

Produces aircraft.

Helipad

Produces helicopters.

Research Facility

Produces scientists. Tiberium can be deposited here.

Aerospace Center

Allows construction of the launch center and supply airdrop support power.

Launch Center

Provides GPS.

Utility Tab

Road

All ground units move faster on this. Most civilians don't get as much of a boost.

Sidewalk

All ground units move slightly faster on this. Civilians get a much more significant boost. Vehicles get a lower boost.

Park

3x3 structure, passable only by infantry. Provides a small regeneration to infantry passing over them.

Horizontal/Vertical Bridge

A special 1x4 or 4x1 road that can be placed across short bodies of water. Much more expensive. The lower part of the horizontal form of this structure visually extends below the footprint but can be overlapped with other structures.

Parking Lot

Generates an invisible resource for automobiles to collect.

Wooden Fence

Weak barrier.

Chain-link Fence

Slightly less weak barrier.

Brick Wall

Strong wall, cannot be crushed by treaded vehicles normally.

Flag

Provides a rate of fire and speed boost to nearby friendly units.

Statue

Provides an armor boost to nearby friendly units.

Bomb Shelter

Provides a place to retreat a massive amount of infantry. Very heavy armor.

Utility Pole

Provides a tiny amount of power.

Coal Depot

Must be built on rock or an ore mine. Produces coal that a coal truck can collect.

Coal Plant

Accepts coal from coal trucks and provides power for a time, but produces smog that slowly damages infantry.

Oil Derrick

Generates oil barrels that can be collected by cargo trucks.

Oil Refinery

If near oil derricks, generates gasoline for tanker trucks to bring to Supply Depots.

Oil Plant

Accepts oil barrels from cargo trucks and provides power for a time, but produces smog that slowly damages infantry.

Wind Turbine

Provides a moderate amount of power.

Solar Array

Provides power.

Nuclear Plant

Provides a LOT of power.

Infantry Tab

Civilian

Collects an invisible resource from buildings that are not houses and brings them back to houses. Has a very tiny chance to spawn another civilian when in proximity to another. Generates a small amount of money.

Teacher

Converts homeless into normal civilians again.

Politician

Collects an invisible resource from city hall and brings them to businesses.

Miner

Collects ore and gems and brings them to industry. Generates credits on delivery.

Laborer

Collects an invisible resource from industry and brings them to businesses.

Businessman

Collects an invisible resource from businesses and brings them to homes. Generates credits on delivery.

Paramedic

Seeks out and heals infantry.

Mechanic

Seeks out and repairs vehicles.

Construction Worker

Seeks out and repairs structures.

Police Officer

Can detect criminals.

SWAT

More well equipped police officers. Can detect criminals.

K-9

Same as the normal attack dog. Can also detect criminals and stealth units.

Scientist

Collects Tiberium and brings them to research facilities for credits.

Intelligence Officer

Works like a spy does in other factions. Can also detect criminals.

President

Unique unit that acts as the prerequisite for military units. This unit dying causes a temporary debuff to all friendly units.

National Guardsman

Basic rifle infantry.

Homeless (Untrainable)

Rarely spawned from businesses, uncontrollable and wander around. Can be converted into a normal civilian if they come near a Teacher.

Rioter (Untrainable)

After an extended time, most civilians will turn into this uncontrollable creep unit if they can't collect their desired resource. They will begin attacking any nearby units or structures. If a rioter kills another civilian that can be turned into a rioter, they have a 50/50 chance to turn that civilian into a rioter instead of killing them.

Criminal (Untrainable)

Tiny chance for a civilian to convert to a criminal. Looks like a normal civilian and does normal civilian things and can even be controlled, but drains money instead. May randomly attack friendlies. Can be detected with a police officer, SWAT, K-9, or Intelligence Officer.

Vehicles Tab

Automobile

Collects an invisible resource from parking lots and brings them to homes.

Mobile Crane

Similar to construction workers but a larger radius, can be deployed to create a small construction area.

Supply Truck

Used to send credits to other players.

Coal Truck

Can collect coal from coal depots and deliver them to coal plants.

Cargo Truck

Can collect oil barrels from oil derricks and deliver them to oil plants.

Tanker Truck

Can collect gasoline from oil refineries and deliver them to supply depots.

Ambulance

Similar to paramedics, but faster.

Police Car

Similar to police officers but faster.

Mobile Church Vehicle

Can be deployed into a church.

Humvee

Lightly attack vehicle.

APC

Lightly armored infantry transport.

Tank

Heavily armored attack vehicle.

Ships Tab

Ferry

Can move ground units across water.

Cargo Ship

Collects an invisible resource from marine terminals and brings them to a buoy that provides credits or buffs to things around them.

Aircraft Tab

Helicopter

Transports infantry.

Upgrade Tab

Education Funding

Increase the size of the homeless conversion area around teachers.

Community Watch

Increase the search radius of police officers and K-9s.

Free Healthcare

Tiny health regeneration to all civilians and a slightly increased chance of civilians spawning more civilians.

Tumbrawolf commented 1 year ago

Would it be worth making the teachers just take resources to a School building to make it spawn a resource for a nearby homeless to come collect and turn them that way?

MinesaeHiromu commented 1 year ago

The problem is they won't stay in one place for long so I can't set down a random resource wherever they go to. The teachers would just likely be going to places they've been, rather than where they are. If I just made them directly target the homeless civs, they'd pretty much never be around for very long.

You also wouldn't give them both harvester behavior moving between two locations and the specific unit seeking behavior because those would conflict. I hadn't decided what to make them potentially move between yet, but it'd probably just be the school and residential buildings, that would help them cover more area to potentially run past the homeless civs I suppose. Ultimately depends on how someone lays out their city.

MinesaeHiromu commented 1 year ago

Realized I left out farms from the planning, but I could probably work those in by having a farm building of some kind, a generic crop plot that can be put down, a farmer for the infantry tab, and a combine or something for the vehicle tab. This could be used as a population control resource of some kind, or another thing to upkeep to prevent the chance of rioting.

The crop plot will randomly spawn a type of crop sprite for a resource to be collected.