Ideas for creative/interesting modes of unit production? - Page 3

Ideas for creative/interesting modes of unit production?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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exdeath
Posts: 33
Joined: 15 Jun 2008, 08:18

Re: Ideas for creative/interesting modes of unit production?

Post by exdeath »

1-No starter units and bases on map
2-Some specific units (the "starter" ones) spawn at map border after some seconds.
2-1 Or you could have some game without starter units and you need to buy/build stuff before you have any units
3-To build units, players buy units and after some time, they spawn at border of map.
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NeonStorm
Posts: 173
Joined: 23 May 2012, 18:36

Re: Ideas for creative/interesting modes of unit production?

Post by NeonStorm »

+1 I like the organic stuff and got a nice Idea!
Do you know the Aliens from "Earth 2160"?

If you have enough time, you can make an even better mod:

Build-Manager: An advanced tech tree style widget - it issues build/morph orders (even if you don't have the required units now).
* Maybe you want to make it intelligent enough to automatically build the required basic unit and issue morph orders to it.

You need an option to link units together (and/or spawn something like ZK's Djin's lighthouse = waypoint module)
* only guard doesn't work, because you may follow one unit, but move new units to a different waypoint.

Modular units can be used instead of swarms so that the individual parts don't bump into each other.
* It would allow a unit to change the movement-type or their strength without changing anything else.

[Workers]: automatically gather resources around and for the guarded storage or fills resource bars.
[Storages]: Let assigned workers share resources primarily guarded/guarding other storages (it caps out at 90…95% to avoid recursive transfer)
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