Open SoulRaiZor opened 9 years ago
In same way, could be it good to have a mode with com produce for example : + 10km/s & 500ke/s the first 10 minutes, after increase resources / seconds each 10-15 minutes passed. All other eco structure produce +0 (e or m ) /s.
Advantage :
but i think it should start lower, else its like speedmetal. Whats if u loose com? Game Over?
Missing commander is no issue, you could make gadget to give each team a set e/m per second
Ok so skymyj ideal should not be that hard to make, I could even make e/m progressive ie as time goes on e/m income grows
I think the idea itself is flawed, with some base income that is same for all players, there is very little reason to play offensively, as there are no goals or potential targets besides killing the enemy by a single fatal blow. There has to be at least some incentive to expand, or partially weaken you opponent, otherwise any nonfatal attack is just feeding the enemy with the metal your in wrecks. On 22 Jan 2015 16:56, "nixtux" notifications@github.com wrote:
Ok so skymyj ideal should not be that hard to make, I could even make e/m progressive ie as time goes on e/m income grows
— Reply to this email directly or view it on GitHub https://github.com/n3wm1nd/TA/issues/553#issuecomment-71042802.
Ah so this is how we wake you, good to remember :P now I just need to find a way to wake sleepy n3wm1nd ;D
Ok i did some rework of this idea:
We could make it like in Spring 1944. Its woking like this:
Metalspots are flags which can get captured by infantry. If you own more flags than the other team you get more metal. Even without flags you get a basic income. With the time the metal amount increases.
Problems we might face: Needs new mod? Or can such get included and unlocked from lobby? Players like it? We have to limit to metal maps only
+1 for flags system / mod
Sounds good. Perhaps a base income for your bases:
max 1. Main-Base : +20m (early) +60m (15min) +200m (30min)
max 3. Outpost-Base : 1/3 of Main-Base
max 9. Scout-Base : 1/9 of Main-Base
Each base could have an over-sized metal-maker in the centre and a control-radius around it which allows to build statics there (T2,T1.5,T1). There is a bigger radius around it which blocks other bases/outposts from being built to force some distance between bases.
You would get more m for expanding, but on the other hand, you have to spend more m for more defences or mobiles to guard these expansions. And that's the reason why bases should have some minimum distance between them (each should be able to get attacked individually).
To win, you either have to raid enemy outposts and build your own or defend your own with few losses.
Shield/Anti should cover the whole base and a bit surrounding area (1/2 base-base distance)
Defences should cost 1/x compared to units
- with x being the amount you need to surround your base.
- in turn they may require same cost in nearby energy generators (or work at lower efficiency).
As defences need no propulsion/gear and no own energy supply (use production economy on demand,) - they should really be a lot cheaper to build to protect at least 4/13 bases effectively.
Hey, i just got an idea.
What about a game with limited eco. U can build all buildings, but u wont get more eco than for example +100m and +5000e. This means u can still build fusions and such, but it wont increase ur income, until some buildings get destroyed (ur income is lower than limit) Settings should be changeable.
Whats the point? U can make a game which only concentrates on micromanagement and not on ecorace as usual.