Growing resources?

Growing resources?

Requests for features in the spring code.

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Aurora
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Growing resources?

Post by Aurora »

I was wondering if there will ever be some growing weed or crystals like in many other RTS's. Being able to change it's specifics would be cool too, eg. how much metal/energy it gives, how quickly it spreads, can it spread in water or land or both, does it hurt units that go over it and if yes, how much, can it grow under buildings and overlap geovents and metal, and will it destroy them over time, how many stages of growth does it have (eg. could have some "flower" stage at the end), can the radiation that has (supposedly) come from nuclear explosions spawn this resource, can this resource turn trees into mutants that slaughter units near them like in C&C, etc.

Whether this would use a texture or a model, the apperance should be possible to customize by the mappers.
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KDR_11k
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Post by KDR_11k »

Unlikely, I don't think that's in the cards any time soon.
j5mello
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Post by j5mello »

MTR? >> OSRTS?? that all i got...
Aurora
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Post by Aurora »

j5mello wrote:MTR? >> OSRTS?? that all i got...
What the hell does that mean?
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rattle
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Post by rattle »

I think it was mentioned before (MTR) and will be considered in the OSRTS masterplan.
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Masse
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Post by Masse »

MTR = Monthly Topic Rotation
OSRTS = other rts engine being developed and pondered upon
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knorke
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Post by knorke »

AIs can "cheat-create" units right?
So how about someone makes a bot called "Growing Ressources AI" that does nothing but spawn "ressource units" that die right after spawning (they could be invisible). The spawned units could then leave wrecks for the players to reclaim. Of course the bot would need config files for all kinds of maps, so ressources do not get spawned in water or something..
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Peet
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Post by Peet »

Hacky workarounds ftw :)
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knorke
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Post by knorke »

Spring IS a hacky workaround (you could just build giant robots and do real battles)
manored
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Post by manored »

Why to do the real stuff if we can do hacky workarounds that causes the same effect? :P
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smoth
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Post by smoth »

this was debated ad naseum in the old forums before the great purging.

the answer was never given but considering the fact that it is not in and the per tick unit updates are what slow spring down the most I think you know the answer. This has also already been posted in feature requests before.
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rattle
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Post by rattle »

knorke wrote:AIs can "cheat-create" units right?
So how about someone makes a bot called "Growing Ressources AI" that does nothing but spawn "ressource units" that die right after spawning (they could be invisible). The spawned units could then leave wrecks for the players to reclaim. Of course the bot would need config files for all kinds of maps, so ressources do not get spawned in water or something..
If they are equiped with scripts which make them kill themselves. But that's ugly. Really ugly.

Wait, doesn't the HP degenerate when a unit needs energy or metal to run and there is none? Furthermore, what happens when HP regen is set to a negative value? It's still ugly though.
Aurora
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Post by Aurora »

I was thinking more like a texture layer where a set of tiles that is the plant/whatever, spreads.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

you could have units that can build a reclaimable DT like plant which is worth much more metal to reclaim than it is to build. it'd be like farming.
Aurora
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Post by Aurora »

Ok, but would it spread around? It'd be cool to have some hazardous plant that grows, you'd have to put walls around the farm to keep it under control. If it spread into your base, various things should slowly lose health or become less effective.
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KDR_11k
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Post by KDR_11k »

That's a bit much but "regrowing" features plus reclaimers that have to return to a building to unload their ressources should be doable.
manored
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Post by manored »

JJ45 wrote:Ok, but would it spread around? It'd be cool to have some hazardous plant that grows, you'd have to put walls around the farm to keep it under control. If it spread into your base, various things should slowly lose health or become less effective.
Yeah... :P
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

JJ45 wrote:Ok, but would it spread around? It'd be cool to have some hazardous plant that grows, you'd have to put walls around the farm to keep it under control. If it spread into your base, various things should slowly lose health or become less effective.
you could put a special race in a mod that is controlled by an AI that has a plant model which builds more plants and attacks things and is reclaimable
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Peet
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Post by Peet »

JJ45 wrote:Ok, but would it spread around? It'd be cool to have some hazardous plant that grows, you'd have to put walls around the farm to keep it under control. If it spread into your base, various things should slowly lose health or become less effective.
Somebody has been playing too much C&C:TS :P
manored
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Post by manored »

P3374H wrote:
JJ45 wrote:Ok, but would it spread around? It'd be cool to have some hazardous plant that grows, you'd have to put walls around the farm to keep it under control. If it spread into your base, various things should slowly lose health or become less effective.
Somebody has been playing too much C&C:TS :P
Yeah... but wouldnt it be fun to have assassin plants, mind controled agressive sea animals, atomic soldiers that melt other soldiers in a beautifull green explosion and other C&C stuff? :P
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