Tiberium style resource

Tiberium style resource

Requests for features in the spring code.

Moderator: Moderators

Idea

Win
32
89%
Loss
4
11%
 
Total votes: 36

User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Tiberium style resource

Post by Das Bruce »

I just thought of a way we could have this and not change the actual map formats in any serious way.

Have reclaimable features spawn at a frequency based on the metal quantities.

Simple right?




... right? :?
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

make the patch = win
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

This is borderline MTR but you're adding somethig new to the discussion. A potential problem I see is that metal maps weren't designed for this and might end up spawning features where they block movement or construction. On the other hand not every map works for everything anyway so that shouldn't be a concern. It's also a neat way of discouraging Speed Metal and its ilk for a mod since the map would be impossible to traverse.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

KDR_11k wrote:This is borderline MTR but you're adding somethig new to the discussion. A potential problem I see is that metal maps weren't designed for this and might end up spawning features where they block movement or construction. On the other hand not every map works for everything anyway so that shouldn't be a concern. It's also a neat way of discouraging Speed Metal and its ilk for a mod since the map would be impossible to traverse.
I try not to design my ideas around stupid maps and the like.
NOiZE wrote:make the patch = win
Help me compile and I'll do my darndest! :P
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Das Bruce wrote:
NOiZE wrote:make the patch = win
Help me compile and I'll do my darndest! :P
send patch to me and i'll compile
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

NOiZE wrote:
Das Bruce wrote:
NOiZE wrote:make the patch = win
Help me compile and I'll do my darndest! :P
send patch to me and i'll compile
Fat chance of it working, I've done absolutely no tinkering so I have very little idea how spring works.

I really need to tinker...
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Hmm, this idea owns. I think it would be good. Hahah, that would kill maps like Speedmetal XD
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I think this is the first good method anyone has come up with for implementing harvestable resources. Clearly win.
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Spice Blooms?
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

HAHA...

Giant worms FTW!
User avatar
LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

An optional idea like this would kick ass.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

So is anyone going to help me compile?
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

you know the trunk is currently broken? you can only compile up to 2140

EDIT:

it's fixed
Last edited by NOiZE on 12 Sep 2006, 08:58, edited 1 time in total.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

I haven't been able to compile since 0.40. :roll:

Who voted fail and why?
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Because you touch yourself at night.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

What does that have to do with my ideas?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Hmm. That's interesting.

To really make this work, Features need to be subject to script operations. Then we could do some very interesting things.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Argh wrote:Hmm. That's interesting.

To really make this work, Features need to be subject to script operations. Then we could do some very interesting things.
That sounds an aweful lot like volunteering to me!
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Script operations? All it needs is a pass that, for every "block" of the map, reads the metal amount and uses that as the probability for spawning a feature that gives a certain amount of ressources (map-definable with a sensible default, same should go for what value means 100%)
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

scripts for features would kick ass though!
Post Reply

Return to “Feature Requests”