Metal regions
Moderator: Moderators
Metal regions
It would be nice if maps could define metal zones. That would be done by a zone map texture. When a mex is built on a spot that's colored on the zonemap the mex will cover all spots that have the same color instead of using its range to determine its coverage. If two mexes of different teams are built on the same color neither produces ressources (the zone is contested). If the spot is black (0,0,0) the normal range behaviour is used.
The point is that instead of metal spots zones are fought for which could encompass e.g. an entire city or a strategic point and an enemy could sneak a mex somewhere in your zone to make it contested and produce no metal. This could also be used for creative rules where e.g. two valuable metal spots on both sides of a chokepoint are linked into one zone and a player has to keep a mex on his side while destroying the enemy mex on the other side to gain the ressources.
A mod could possibly even demand that some buildings can only be built on zones held by the player or his allies.
The point is that instead of metal spots zones are fought for which could encompass e.g. an entire city or a strategic point and an enemy could sneak a mex somewhere in your zone to make it contested and produce no metal. This could also be used for creative rules where e.g. two valuable metal spots on both sides of a chokepoint are linked into one zone and a player has to keep a mex on his side while destroying the enemy mex on the other side to gain the ressources.
A mod could possibly even demand that some buildings can only be built on zones held by the player or his allies.
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
That's a cool idea indeed. Doesn't need complex metal maps either, they only need an on and off switch.
On the other hand it could work if the mapper could define a set amount of points on the map which define the shape of the region, e.g. p1=1230,5990; p2=4560,2350; ... and so on. I was wondering why metal maps aren't made that way, like defining a point on the map, the radius and intensity.
On the other hand it could work if the mapper could define a set amount of points on the map which define the shape of the region, e.g. p1=1230,5990; p2=4560,2350; ... and so on. I was wondering why metal maps aren't made that way, like defining a point on the map, the radius and intensity.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
That would limit the mex to one point though, could just as well simply place metal spots there. I'd rather see actual defined regions where the mex can stand anywhere (so you're forced to e.g. search a city for the flag that holds it) and the region ownership can be used for other features later on like buildings that can only be built on your home turf or units that behave differently on enemy territory. Spring Risk?
Risk, the only game where a one man army wipe you out completely.
It would introduce more agressive gameplay because regions would be scarce in comparision to mex spots, so you have to expand and conquer territory in order to raise your economy/techlevel/what ever.
I'd love to see some refilling resources á la Dark Reign's water ponds. Once they were empty they slowly refilled over time. Would allow spice or tiberium fields in combination with regions. I'd still need mobile mexes, though AF said he already wrote the code for that. Too bad it's not in.
It would introduce more agressive gameplay because regions would be scarce in comparision to mex spots, so you have to expand and conquer territory in order to raise your economy/techlevel/what ever.
I'd love to see some refilling resources á la Dark Reign's water ponds. Once they were empty they slowly refilled over time. Would allow spice or tiberium fields in combination with regions. I'd still need mobile mexes, though AF said he already wrote the code for that. Too bad it's not in.