I'm Full of Caffeine Again

I'm Full of Caffeine Again

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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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

I'm Full of Caffeine Again

Post by SinbadEV »

Here is my current crazy Idea for a mod (coming up with it while on a caffeine binge and also trying to write a song... I'm starting a band... WOOT![I'm 24 but I like to pretend I'm in highschool])

Okay... So we have four teams...

We have the "classic TA style" team:

Build energy and metal collecters and then use these resources to build units.

The Energy Team:

each unit uses about 120% of the energy it needed to be created constantly or else it blows up on the spot (weaker units first... kinda clensing out the lower stuff as you build better stuff)

The Metal Team:

Unless constantly repaired by construction units this teams units would slowly degrade to 50% health and then stop working (the construction units would not decay). Therefore in battle you would only need to do 50% damage to knock them out...

The cheap and cheesy team:

building will draw constant metal and energy, but all units created would cost very very little of both and not draw any additional energy to attack, they'd be small and wimpy but would be so easy to spit out that their ranks could be bolstered constantly. They'd reach there unit limit almost right away, but as they slowly upgraded their buildings and advanced tech levels they would send out stronger, really cheap units...

Will come up with more later...
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

The ressourceless team.

Nothing cost neither metal nor energy. The only cost is the buildtime. Slow to start, but unstoppable once they got their farks!
shnorb
Posts: 147
Joined: 04 Jun 2005, 07:25

Post by shnorb »

ive been thinking about a mod for quite some time...
it would be essentially a land/air mod only, and consist of two factions, which rather than following what alot of other mods do would consist of totally different units on each faction. pulling this off (balancing properly) could prove quite difficult however... anyway:

faction 1: would only have a small selection of units to choose from. all of which would:
-consist mainly of mechas/kbots-on-steroids, floating fortresses and giant tanks
-be incredibly destuctive and well armoured
-be very expensive, and insanely expensive as the tech lvls rise
-consist of a wider (still not many though) variety of units in the lower tech lvls, and less in the higher lvls, until there is a krogoth style factory that only builds one unit (which will most likely have a >10000 poly count!!!)

faction 2: on the other hand has a plethora of different units at the ready! all units would:
-consist mainly of helicopters, fast fighters, small mechas and small tanks
-be very inexpensive and constructed on extreme mass scales
-only have 1 or 2 tech lvls, and only little advantage in building in higher tech lvls


im at a loss of how i could incorporate defensive and resource buildings... any ideas anyone?
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