stackcollision / GardenConquest

A new conquest game mode for Space Engineers
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Dynamic Classes #76

Open zrisher opened 9 years ago

zrisher commented 9 years ago

An idea for "eventually", what if we used "dynamic" classes instead?:

Every grid would automatically assume a class, whose name is dynamically generated depending on its size and block types. This is now entirely as an asthetic / gameplay helper and has no other impact on the mod's functionality.

Maybe we still require classifiers to display the class above, or maybe we don't and just put them on when beacons show up. Removing classifiers would remove one of the biggest initial barriers to entry.

We no longer stop block placement, enforce any sort of limit, or require licenses to build a ship. Instead, licenses are required to "support" the ship - cleanup occurs for unsupported blocks.

Support works like power - every block has a drain dependent on its state (on/off/inuse) and its grid (small/ship/station). Every few seconds we subtract the required cost to support all the blocks on a grid from the licenses available on that grid. Maybe we check for inventory, or maybe we require classifiers with inventory to hold the licenses and act like reactors. We can display the current consumption, estimated time left, etc in the block control panel info and in the right hud menu when in cockpit, just like power.

Support numbers could have a CPU component and a balance component, and they could be easily adjusted by a configuration multipliers.

I think this system would:

This could be introduced at first by way of a "Custom" Classifier and could easily work alongside the existing system. But a lot of the logic would be different, and you wouldn't realize the code maintenance benefits until moving entirely over to this system.

MrZSFG commented 9 years ago

i like the idea

togosh commented 9 years ago

+1

Devlah commented 9 years ago

It would certainly encourage a more frantic grab for licenses. For now, there are factions who are sizable enough that once they have sufficient assets (IE battleship or fortress) they ease off the licenses in order to acquire other resources. This gives other players an opportunity to acquire licenses themselves.

The idea of having a single flexible class that can be built without limitation, but consumes licenses over time is extremely appealing. Making all ships like this however, may have certain drawbacks for new players. Unless licenses are going to become more abundant, established factions will have a decided advantage as they use superior assets to secure licenses, while newer players, or players who are returning to find they have no assets due to running out of licenses while they were gone, struggle with unlicensed ships.

Much in the same way that the airdrop concept may result in established players having an advantage (which is fine in my opinion), steps would have to be taken to insure that it isn't possible to shut out everyone else from getting licenses.