Thoughts on resource limits.
#1 Guest_Manic_*
Posted 19 October 2006 - 05:34 AM
1. Do away with resource cost. Every unit has a capacity cost of zero. (Easily accomplished.)
2. Each individual soldier(excepting heroes) carries a cost per minute. (unsure if this would even be possible, which is why I'm posting my thoughts here) This emphasises keeping your cash flow running smoothly, to support your army.
Example:
Standard archers carry with it an inherent per-minute cost of one gold. Elite archers would carry an inherent cost of 2 gold per minute. (or half-minute, I haven't worked out the benifit/balance ratios yet) Therefore, you could build a massive army, IF you have the economic infrastructure to back it up. If you build an army which has a greater requirement than you can provide, your coffers simply run dry. You'd be financially crippled, and would be unable to upgrade your troops properly. At all. Which would leave you vulnerable to someone who knew how to run thier budget properly.
If this IS theoretically possible, I'll begin work immediately.
#2
Posted 19 October 2006 - 07:57 AM
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#3 Guest_Manic_*
Posted 19 October 2006 - 03:17 PM
#6
Posted 19 October 2006 - 04:31 PM
well, if you can't upgrade them, and they don't die, and if thier free, you can make MANY, and gain a massive army.
then don't make them free, give them a small initial cost
btw, you (manic) will have to make it so that e.g. 1 gold is 3 times/second deducted from the total, not 3 gold 1 time/second (because for expensive units this might leave you with e.g. 10 spare gold, which allows you to buy a new unit when you can't)
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#7
Posted 19 October 2006 - 05:17 PM
He has already considered a stop to production, as well as a stop to upgrading. Upgrading is logical, as it would cost money, but the production stop is less logical, as it requires nothing (from his idea) and needs to be halted in another way.(...)if they didn't get paid(...) it would stunt the ability to bring more troops on the field, or upgrade them. (the upgrades being the decision-maker in BFME2)
Instead of making it harder on yourself, I'd just make units cost a little bit of cash, as a first payment to the unit and to cover the costs of the starting equipement.
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#8
Posted 19 October 2006 - 07:04 PM
Which is exactly what I was considering... What I originally meant was setting the CommandPoints to "0" for each horde, and leaving the initial financial cost as-is. This would enable one to still build a massive army, but you would have to have a massive financial infrastructure to support and/or expand it. This would promote expansion, as well. So, as it were, production would be halted - if you wipe out the source of income.He has already considered a stop to production, as well as a stop to upgrading. Upgrading is logical, as it would cost money, but the production stop is less logical, as it requires nothing (from his idea) and needs to be halted in another way.(...)if they didn't get paid(...) it would stunt the ability to bring more troops on the field, or upgrade them. (the upgrades being the decision-maker in BFME2)
Instead of making it harder on yourself, I'd just make units cost a little bit of cash, as a first payment to the unit and to cover the costs of the starting equipement.
Solinx
edit- I suppose this would also involve increasing the influx of gold from resource points, but that can be worked out later. (once I figure out how to get the thing working in the first place)
edit2- From what I can best figure, this would involve adding a behavior to the object... but I haven't found anything like it in the ini's to base from. Anyone have any suggestions on where to look?
Edited by Manic, 19 October 2006 - 07:34 PM.
#9
Posted 19 October 2006 - 07:57 PM
#11
Posted 20 October 2006 - 03:12 AM
#12
Posted 20 October 2006 - 12:07 PM
Naturally, you'd have to remove the income through the Fortresses, as that would break the balance. Also, you have to keep in mind that the total area = map size, which means that the bigger the map, the more units can be sustained.
What also counts is that a player can recruite more forces than he can sustain, as long as his treasury isn't depleted yet.
There are likely some more things to keep in mind while implenting this, so before doing the code, I'd take the time to think about what the result has to be. After that, you can look if there is any code get there or at least near enough.
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#13
Posted 21 October 2006 - 05:41 AM
Very true.In fact, as the farms are dependand on the area available to them on their money output, you will be able to make a perfect balance. It really doesn't matter who owns how many farms, there is a maximum area size that can be covered by farms, which means there is a limit to the income.
I don't think that'd really be needed, as fortresses are generally considered to be created to support troops. Perhaps an increase in cost.Naturally, you'd have to remove the income through the Fortresses, as that would break the balance. Also, you have to keep in mind that the total area = map size, which means that the bigger the map, the more units can be sustained.
This is also true. That's definitely one that would require careful balance.What also counts is that a player can recruite more forces than he can sustain, as long as his treasury isn't depleted yet.
I'd feel more comfortable balancing it out if I knew it was even possible, before spending hours rebalancing...There are likely some more things to keep in mind while implenting this, so before doing the code, I'd take the time to think about what the result has to be. After that, you can look if there is any code get there or at least near enough.
Solinx
Edited by Manic, 21 October 2006 - 05:42 AM.
#15
Posted 22 October 2006 - 01:42 AM
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#17
Posted 22 October 2006 - 10:23 AM
That was my question in the first place. I was hoping to impliment it with a behavior... if that isn't possible, then it might as well not be done... (third party map compatibility is a consideration here)Quick Question: Exactly how (code wise) are you going to get units to cost money per time elapsed? Quick question
#18
Posted 22 October 2006 - 10:55 AM
since a long time i have had the idea to put other kinds of script in the music scripts, but haven't gotten around to trying it yetYou can make a set of scripts and export them to every map
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#19
Posted 23 October 2006 - 06:38 AM
Speaking of that, next time I catch you on MSN there is something I would like to discuss with 2Play...
#20
Posted 24 October 2006 - 05:41 AM
Good idea, and something that was possible and done frequently in past EA titles (TS and RA2) but it gets sloppy on SAGE.
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