Limiting Build Assist...
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Limiting Build Assist...
Disclaimer: THIS IS NOT FOR OTA BASED MODS SO DONT FREAK OUT
One of the things I think would be useful to add as helpful balancing tool would be the ability to limit the amount you can assist a factory... This way even given infinite resources players cannot produce a certain unit faster than a given rate, meaning that some units cannot be spammed simply because they cannot be built faster than they already are.. essentially this would work along these lines (not sure how it would in coding but this is how I visualize it)
Method One.. some tag in a building is maxworkertime=XX, where if the orginial factory workertime was 120, and maxworkertime was 240, and a con bot had a workertime of 60, then only 2 con bots could assist the factory and increase the speed of the production, because 120+60+60=240 meaining the maxworkertime has been reached and any further additional assisting will not increase the speed of production further..
Method Two.. some tag in a building is overproducerate=XX, where if the orginial factory workertime was 120, and overproducerate was 2, then switching on the overproduce rate in the GUI would change the factory workertime from 120 to 240 at the cost of using more resources... I think the first Idea is probably easier to implement.. if either is easy to implement..
One of the things I think would be useful to add as helpful balancing tool would be the ability to limit the amount you can assist a factory... This way even given infinite resources players cannot produce a certain unit faster than a given rate, meaning that some units cannot be spammed simply because they cannot be built faster than they already are.. essentially this would work along these lines (not sure how it would in coding but this is how I visualize it)
Method One.. some tag in a building is maxworkertime=XX, where if the orginial factory workertime was 120, and maxworkertime was 240, and a con bot had a workertime of 60, then only 2 con bots could assist the factory and increase the speed of the production, because 120+60+60=240 meaining the maxworkertime has been reached and any further additional assisting will not increase the speed of production further..
Method Two.. some tag in a building is overproducerate=XX, where if the orginial factory workertime was 120, and overproducerate was 2, then switching on the overproduce rate in the GUI would change the factory workertime from 120 to 240 at the cost of using more resources... I think the first Idea is probably easier to implement.. if either is easy to implement..
Are long as whatever system is flexible enough to be able to disable assist entirely (on the factory side, not the constructor side) then it's OK. Which of course your first option does.
The complicated part would probably be improving the con unit AI so that if it was ordered to assist a factory at it's maximum build rate the unit would recognise that it couldn't help and ignore the order.
Otherwise noobs would still tack on 50 cons, and having no feedback to indicate that was a bad idea would be bad form, IMO. I think there is probably a more elegant solution to this, but this as proposed would be OK for now.
The complicated part would probably be improving the con unit AI so that if it was ordered to assist a factory at it's maximum build rate the unit would recognise that it couldn't help and ignore the order.
Otherwise noobs would still tack on 50 cons, and having no feedback to indicate that was a bad idea would be bad form, IMO. I think there is probably a more elegant solution to this, but this as proposed would be OK for now.
Perhaps you can increasing the cost the more you help :
A thing like this :
cost = cost * (all worktime / worktime of the factory)
..and you can surely make better formule wich increasing the cost expotiennaly.
edit : making something in the line of minimish metal maker...wich nobody use ...
A thing like this :
cost = cost * (all worktime / worktime of the factory)
..and you can surely make better formule wich increasing the cost expotiennaly.
edit : making something in the line of minimish metal maker...wich nobody use ...
Last edited by Torrasque on 08 Sep 2006, 16:52, edited 1 time in total.
Yeah, one way to reach something like this is to makeKDR_11k wrote:They could still spam the unit by building more factories... But yes, assist should be mod-limitable. With GINTA I've opted for making all factory workertimes at least 10x the con unit workertimes.
1) con unit buildspeed very low
2) buildings fast to build
3) factory buildspeed very fast
4) units very slow to build
That way you build factories in similar time as before and units in similar time as before, but assisting with con units is hard.
I want it so that normally the factory produces at X.. and it is far more economical to build another factory to produce more units at that level.. but if you get in a situation where you need that AA unit and you need it now players can use con bots to increase said factories build speed by assisting.. however I want to have an upper limit to this speed so that they can never push production beyond say 5X...
I dont want to artificially gimp con assisting.. using hack job number switching.. that doesnt not accomplish what I want.. and the larger the numbers the harder it is to at a glance adjust them around...
I dont want to artificially gimp con assisting.. using hack job number switching.. that doesnt not accomplish what I want.. and the larger the numbers the harder it is to at a glance adjust them around...
I totally support implimation of this, however there needs to be some indication to the user that his or her extra builders are not helping in the production of the unit.
A good example of lack of information is around reclaimation of larger units, where technically I should not be able to use more than one unit to reclaim a certain corpse. Then again, I feel that the ability to have multireclaim should be made optional.
A good example of lack of information is around reclaimation of larger units, where technically I should not be able to use more than one unit to reclaim a certain corpse. Then again, I feel that the ability to have multireclaim should be made optional.