The idea for this came from Argh in a different thread:
I'd like to take this a step further: no metal makers allowed. What does this do?Argh wrote:Why not go the other way with this, and have mines that eventually are tapped out? Not that "diminishing returns" thing, which blows, but actual, per-spot strength. So early game, you have plenty of metal... late game, if you haven't gone MM econ, you lose. Should be a fairly simple Gadget.
It forces rapid expansion over porcing. As every metal spot only has a fixed amount of metal and the rate of extraction slows over time, it makes sense to grab and hold as many mexes as possible at the beginning of the game. It also puts a huge emphasis on repairing units and reclaiming wrecks. Anyone who has played StarCraft (which should be about all of us) are familiar with games that have limited, depleting resources.
Eventually, metal runs out and everyone is left standing with whatever units they have. Reclaiming (now useless) mexes, solars, etc. will allow for a little more unit production, but eventually you end up with two armies that are facing off and unable to supply reinforcements. I could see some really interested duels at the end, and maybe even the use of FPS at the very end if you've only got one remaining unit.
The upsides:
- Giant DSD porcefest becomes nearly impossible (for those of us who don't like those games)
- Games run quicker as there is a fixed amount of metal.
- Focuses on good micro, unit repair, and rapid reclamation, which are some of the things new players ignore most.
- Probably won't work well on large maps unless some changes are made, as a handful of slow-moving units trying to find each other on DSD with no radar could take a while.
- Will obviously take a lot of coding to implement this
- It will probably end in a lot of com duels at the end of the game
- What happens if the last units are of a type that cannot attack each other? I'm thinking Sub vs. Brawler here or something like that.
- Probably about 5 more that I'm not thinking of
A second way: maybe some sort of condition gives all units radar (range TBD) or spawns an uber radar tower that covers the map. It's kinda like a call in poker, when suddenly everyone's hands become visible. The condition would probably be a time limit, or when all mexes run dry, or both.
Maybe if all units get radar, the range of the radar starts small (about the distance of LOS) and grows larger. This way, you can't suddenly see the entire map, but instead more and more units show up so the game can play out a little more slowly.
Another way to handle com-duels and large-map issue would be to have the coms morph into the uber-radar described above. That way, coms can't dgun the last few enemy units, and there will be no com duels at the end.
How to handle units types that can't fire at each other? I don't know. I thought about some sort of stalemate mode where something else determines winner, but that sounds sort of weak.
A final note: game end would be determined when all units capable of attack on a team are dead. It prevents people from having to hunt down solars, buildings, etc.
Anyway, that's my idea. I think it would improve gameplay fundamentals (micro, reclaim, repair), make games play out faster, and force rapid expansion. Some of my solutions to above problems are fairly clunky and probably suck. I'm sure you guys could come up with much better solutions to the problems.