Infrastructomatic

Infrastructomatic

Discuss maps & map creation - from concept to execution to the ever elusive release.

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

Infrastructomatic

Post by SinbadEV »

So I was thinking about making a map that was SpeedMetal without the speed or metal... IN SPACE (basically same map but with voidwater+edgemodels so it looks like a space platform from StarCraft, and has metal patches instead of ALL metal)... then I was thinking... you know what the problem with these arena maps is? no-one who plays them really cares about infrastructure... they just want play an arena battle... so I was thinking... wouldn't it be cool if there was a way to have them not have to bother to build resource infrastructure... they could just get right into the thick of things right away... as an added bonus this would not teach noobs bad habits in regards to making extractor farms because there would be no way to increase production or storage... so while it would APPEAR to be making free resources it would also be teaching them to work with a fixed budget.

so this brings me to my idea for a Map-Option:

Infrastructomatic Arena
So the idea is that the battle is taking place in an arena where both teams have a set amount of resource generation and storage (this would assume TA style resources... but If other games wanted support it could be added.)

SO, imagine SpeedMetal but in the center of each "side" there would be this mega-building that would produce resources for any team that was allied to the player that controlled it... and if that player died control would be transfered another ally automagically...

The resources would be part of the mod-options interface and would represent both the storage capacity and resource production... one would also infer from this that all units that make or store metal would have these abilities removed by Lua... and essentially the production and storage would be determined by the number of team members.

SO let's say it was producing 10prod 1000stor metal and 1000 prod 100000 stor energy, this production would be divided among the remaining players on the team of the player controlling the building. SO if there was 2 players on one team, each player would get 5/500 and 500/50000 and their opponent, having 3 players would have 3.3333/333.3333 and 333.3333/33333.3333... so even if teams were un-matched by numbers, they would be matched by resource production.... when a player was eliminated this production would be re-calculated for the existing players.

When this building was destroyed or captured the team would auto-lose in this game-type.

You could even have maps with more then 2 teams... in this case, the losing teams units wouldn't be "detonated" they would be be turned into wrecks (having no power source, they would just turn off) and be available to the other teams to harvest for resources.

Thoughts? Implementation Suggestions? Have a model you think I should use?


The one idea I has was for there to be a game-tie-in so the map would tell the mod "I'm in Infrastructomatic mode" and then the game could handle the resource production/storage logic... though initially I would include a default logic for TA based mods.
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Infrastructomatic

Post by Jazcash »

SinbadEV wrote:So I was thinking about making a map that was SpeedMetal.
That's all I need to know.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Infrastructomatic

Post by Pxtl »

Play Gundam - you get resources on a fixed income in that game.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Infrastructomatic

Post by SinbadEV »

JAZCASH wrote:
SinbadEV wrote:So I was thinking about making a map that was SpeedMetal.
That's all I need to know.
Oops, I don't want to stop people reading on... I've altered the first line.
Pxtl wrote:Play Gundam - you get resources on a fixed income in that game.
Huh... now that I think about it that might be where I got the idea...
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Infrastructomatic

Post by knorke »

no-one who plays them really cares about infrastructure...
wrong i think.
speedmetal is/was popular because some some players like to make huge fusion eco and superweapons and other players find great joy in rushing/cb'ing/nuke rushing the first.
without eco it would not be as lolomatic?
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Infrastructomatic

Post by lurker »

SinbadEV wrote:When this building was destroyed or captured the team would auto-lose in this game-type.
Why?
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Infrastructomatic

Post by Tribulex »

Wow this is such a cool idea sinbad! I really like it!

@lurker Because that building makes your eco! No eco no war! (although i guess the team could make a last attempt at assaulting the enemy ecomaker.)
Google_Frog
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Joined: 12 Oct 2007, 09:24

Re: Infrastructomatic

Post by Google_Frog »

Make a mutator instead of a map.
  • I doubt you would find any resource settings that suit more than 1 game.
  • Re-releasing for more supported games would be a pain.
  • Maps that change as many things as this requires have a bad reputation
  • Mutator could be played on any map
There is still the bp and buildoptions infrastructure, just so you know. Resource income could be pure lua.

The base idea has the issue that defence is easier than attacking (in all the Spring Games I know). With no territory to fight over why would people attack?

The game would need some more victory conditions. Often there are many ways to win; make econ and overwhelm, make units early and kill econ..etc.

How about some kind of domination style victory points to act as a victory condition?
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Infrastructomatic

Post by JohannesH »

Google_Frog wrote:The base idea has the issue that defence is easier than attacking (in all the Spring Games I know). With no territory to fight over why would people attack?
Thats not the complete truth in any game. Theres a ton of different ways to attack.
Google_Frog
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Joined: 12 Oct 2007, 09:24

Re: Infrastructomatic

Post by Google_Frog »

JohannesH wrote:
Google_Frog wrote:The base idea has the issue that defence is easier than attacking (in all the Spring Games I know). With no territory to fight over why would people attack?
Thats not the complete truth in any game. Theres a ton of different ways to attack.
Not defence as in static turrets. Defence as in the act of defending. There may be many ways of attacking but each has a cheaper way of defending against it.

Without territory attack loses one of it's main advantages; concentration of forces and hitting the weakest point. Defence can be stacked all on the same point.
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