Edited by ravage, 31 August 2009 - 03:27 AM.
Economic system: Tiberium or Supplydock?
Posted 31 August 2009 - 03:25 AM
Posted 31 August 2009 - 06:06 PM
Well here are my thoughts:
A : Supply dock : easy, practicle. Has to be expensive and built after some time (high tech).
B : Piles : tactical, interresting : Forces the player to wander through the map in order to find them, and probably defend also the place. But somehow unrealistic system. Cons : can be depleted.
Other ideas from other mods:
C : CWC flag system (Cold War Crisis mod) : same thing as piles, but represents an important and strategic area. Good thing : not supposed to be depleted.
D : Blitzkrieg 2 mod / VGO mod occupation system : very realistic, you have to garnison soldiers into neutral buildings to get little funds. Interresting, can be destroyed, looks good, forces the player to play with infantry and explore the whole map.
I would suggest A at high technological level, some B for bonus (and give a second role to dozers if they are ingame), C as spots to be captured (can give extra range or whatever bonus instead of funds) and mainly income D, because it's smart, intteresting, tactical and still pretty fresh.
Posted 01 September 2009 - 02:25 AM
flags/oildderricks will be in(with different name maybe), and the occupation system is interesting but i'm not sure you can do that in CNC3.
Edited by ravage, 01 September 2009 - 02:35 AM.
Posted 18 May 2010 - 08:30 PM
It is perfectly possible, just give a neutral structure an AutoDepositUpdate(check the Tib Spike codes under the behavior module). When infantry garrison a structure(like a house for example) it is basically capturing it, and all the infantry in it dying(like when a grenadier or flame tank attack it) it is losing it. When you garrison you gain the funds it generates, and when you lose it you stop getting the funds form it.
Again, sorry for bumping this extremely old topic, I hope it is no problem though.
Posted 19 May 2010 - 01:34 AM
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