What do you think ct's economy should be like?
Moderators: Moderators, Content Developer
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: What do you think ct's economy should be like?
I think the best way to give warning of a meteor hit, instead of an ugly view is a light meteor showing in a radius maybe 3 times as large as the impact area. so the probability of impact lies somewhere in that area. Give maybe a 120 seconds of light meteors and then, call in a heavy one that does damage but gives the best amount of resources.
Also, instead of relying on map settings to guide the meteor options, make it a mod option. This way you are not limited to CT specific maps.
Also, instead of relying on map settings to guide the meteor options, make it a mod option. This way you are not limited to CT specific maps.
Re: What do you think ct's economy should be like?
it should be,smoth wrote:This is a double negative, please rephrase.nightcold wrote:, i just don't think that the storage/mobile morph thing makes no sense
"i just don't think that the storage/mobile morph thing makes sense"
or
" i think that the storage/mobile morph thing makes no sense"
when i look back at my post, i make a lot of other mistakes
@ Pxtl,
I Don't think that the meteor showers should be that major....only like a couple of big rocks spawning ever 3-5 minuets, not 2 many small rocks can/should pass the atmosphere without disintegrating(i think, i remember hearing something like that).....the meteors can be programed not 2 hit structures
also we can have the players know in advance where the rocks are gana spawn(like the nuke in sc)(i think bob beat me to this), so they can start 2 duke it out till then....and they can make sure not 2 have troops at that spot when it falls....
also, the down side to all of this is that there is a random/chance element to this....
Re: What do you think ct's economy should be like?
Just a short post to say I *really* like zwzsg's and Pxtls ideas here.
If CT doesn't use them I might make a mini mod.
If CT doesn't use them I might make a mini mod.

Re: What do you think ct's economy should be like?
The CT dev team has spoken!
We met and decided what we want our economy to be like.
* A gadget to make metal costs be paid upfront. We think PURE has something like this, is that true? We aim to eliminate the steady rate method of payment, because we think it'll be less useful with this resource acquisition in packets instead of a rate.
* No storage for metal
* New resource bar for metal that shows a numerical quantity of metal
* Going to go with the idea of having a repulsor to repel meteors. In the very least the Flagship and Flagship base will have this, perhaps a T2 version too, but we'll do that later. How does the repulsor idea work though? Is it a gadget?
* No more mexes!
* And therefore, no more metal converters! Because the economy is game-controlled now, we don't have to worry about maps not supplying enough.
* Requested features in space rocks - multiple waves, different intervals between waves, different kinds of waves. For example, more frequently there would be lighter showers, but as the game progresses, the possibility for heavier showers increases.
* Starting resources to mine when the game starts. Basically we're thinking already fallen meteorites that spawn on the metal patches already on the map.
* Mod options for the old TA style, just for the sake of having it. The game would be balanced for the space rocks system however.
* Lua callins for the gatherer unit, basically so that we can have animations for the different states of the gatherer, like "mining" "in transit" and "depositing"

Uploaded with ImageShack.us
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: What do you think ct's economy should be like?
The work you would do to have a mod option for OTA style, is almost as much as having a mod for your game. I don't know if it is worth leaving in as a mod option, instead of as a side mod.
Re: What do you think ct's economy should be like?
bobthedinosaur wrote:The work you would do to have a mod option for OTA style, is almost as much as having a mod for your game. I don't know if it is worth leaving in as a mod option, instead of as a side mod.
Ah looks like we are doing the new econ Full Force Galesburg then.
Re: What do you think ct's economy should be like?
Repulsors are engine-supported mode for shields / weapons interaction.
Though that would mean meteors will have to be weapons, which would require a rewrite I think from what I know of the current work on that.
Though that would mean meteors will have to be weapons, which would require a rewrite I think from what I know of the current work on that.
Re: What do you think ct's economy should be like?
The spacerocks thing is not that complex, it could be remade to work with projectiles:FLOZi wrote:Repulsors are engine-supported mode for shields / weapons interaction.
Though that would mean meteors will have to be weapons, which would require a rewrite I think from what I know of the current work on that.
If the impact of a meteor projectile is detected, create a mineral unit at this spot.
I am just not sure how performance heavy the projectileDestroyed callin is.
An easier way would be to simply not drop meteors in the radius of a protection building.
Yet another way would be to give protected units a anti meteor weapon that destroys the meteors in flight, like a laser for example. I kind of like that because no other units in CT have shields as far I noticed.
Dont know if/how such callins could be created but I think reading and setting custom unit parameters can be done.* Lua callins for the gatherer unit, basically so that we can have animations for the different states of the gatherer, like "mining" "in transit" and "depositing"
Ie a miner would have the custom paremeters:
status: "mining" | "going to drop off" | "going to minerals" | "unloading"
cargo: a number how many ressources are currently carried
The lua script could then do things based on this parameters, like show the unit holding ressources if cargo > 0 or create a cloud of dust when "unloading."
Re: What do you think ct's economy should be like?
FLOZi wrote:Repulsors are engine-supported mode for shields / weapons interaction.
Though that would mean meteors will have to be weapons, which would require a rewrite I think from what I know of the current work on that.
I think it can still be done with units. I'm pretty sure CA has something called a "newton" that repulses units.
Re: What do you think ct's economy should be like?
Good thinking.
I think CAs newton grav turret works with a weapon that does no damage but has high impulse. Though sometimes the unit fly away in strange ways, maybe because of how they bounce on the terrain.
Not sure if that can be made look good, seeing that the falling meteors are quite fast, high impulses would be needed and the results might be wonky.
I think CAs newton grav turret works with a weapon that does no damage but has high impulse. Though sometimes the unit fly away in strange ways, maybe because of how they bounce on the terrain.
Not sure if that can be made look good, seeing that the falling meteors are quite fast, high impulses would be needed and the results might be wonky.
Re: What do you think ct's economy should be like?
tiny offtop, how maps gavity affects grav weapon, impulse, etc.
Re: What do you think ct's economy should be like?
Oh that makes sense/sounds easy to implement. I'd say it's worth a try.knorke wrote:Good thinking.
I think CAs newton grav turret works with a weapon that does no damage but has high impulse. Though sometimes the unit fly away in strange ways, maybe because of how they bounce on the terrain.
Not sure if that can be made look good, seeing that the falling meteors are quite fast, high impulses would be needed and the results might be wonky.
-
- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: What do you think ct's economy should be like?
If you want a predictable newton gun use a gadget to apply the impulse instead of a weapon. This also allows you to make it only work against a single unit.
Re: What do you think ct's economy should be like?
As with most things in Spring - there are several ways to implement this, and who knows which is best.
(btw I'd use Explosion rather than ProjectileDestroyed if using weapons)
(btw I'd use Explosion rather than ProjectileDestroyed if using weapons)
-
- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: What do you think ct's economy should be like?
I would like to see a game with an entirely localised metal resource. As in to build something you have to collect the metal and move it to where it is being built. That is just a general idea so I will go onto how I would implement it in CT. I don't really expect the idea to be used but I think it would fit the general scale and idea of CT, especially with the meteor economy. Anyway if you don't use it I will make a minimod eventually.
At it's simplest the system has 5 units that interact with metal:
All three buildings; factories, storages and belts connect to each other in a power grid like fashion which allows them to share metal. This could be explained by short underground tunnel networks for metal distribution. The link range of the buildings would be quite small.
Basically storages are for storing sudden gluts of metal. For simplicity a linked system of storages and factories would be treated as having a single shared storage. Factories have a bit of storage and storages are purely for increasing storage.
Belts would primarily be for decreasing the travel distance of your harvesters. Each end of the belt acts as a grid connector and metal can be transferred along the belt between grids.
I'm not sure how much control the player would have over belt transfers. Belts could be hardwired to work in one direction, players could switch directions or belts could work autonomously figuring out which end requires resources. Belts may or may not work best with a maximum rate of transfer.
Physically belts could be slightly underground so that they do not create pathing annoyances. Enemy units could attack any spot on the belt to damage it. They could self-grow so you only need to place 1 end, tell it where it should end up and it grows there by itself for a resource cost. Belts could also extend/contract themselves so that they can reposition.
Constructors would be large lumbering units that carry around a personal metal supply (recharged when they enter grid?) which they use for building construction. As there are no buildings you would want to built outside your base except for defence turrets constructors would not need much storage.
So I have explained the general mechanics but not how I think it would work in a game. I think such a system would work well with spacerocks and a little bit of unit death reclaiming. Players would have a centralised base of factories and storages being fed by belts which are being fed by harvester groups. The groups would need to quickly reposition to take advantage of new battles/meteor impacts. Flanking would be important as if you cut off someone's belt they can not harvest from a patch which increases the resources available for you to grab.
At it's simplest the system has 5 units that interact with metal:
- Factories
- Conveyor Belts
- Constructors
- Harvesters
- Storage
All three buildings; factories, storages and belts connect to each other in a power grid like fashion which allows them to share metal. This could be explained by short underground tunnel networks for metal distribution. The link range of the buildings would be quite small.
Basically storages are for storing sudden gluts of metal. For simplicity a linked system of storages and factories would be treated as having a single shared storage. Factories have a bit of storage and storages are purely for increasing storage.
Belts would primarily be for decreasing the travel distance of your harvesters. Each end of the belt acts as a grid connector and metal can be transferred along the belt between grids.
I'm not sure how much control the player would have over belt transfers. Belts could be hardwired to work in one direction, players could switch directions or belts could work autonomously figuring out which end requires resources. Belts may or may not work best with a maximum rate of transfer.
Physically belts could be slightly underground so that they do not create pathing annoyances. Enemy units could attack any spot on the belt to damage it. They could self-grow so you only need to place 1 end, tell it where it should end up and it grows there by itself for a resource cost. Belts could also extend/contract themselves so that they can reposition.
Constructors would be large lumbering units that carry around a personal metal supply (recharged when they enter grid?) which they use for building construction. As there are no buildings you would want to built outside your base except for defence turrets constructors would not need much storage.
So I have explained the general mechanics but not how I think it would work in a game. I think such a system would work well with spacerocks and a little bit of unit death reclaiming. Players would have a centralised base of factories and storages being fed by belts which are being fed by harvester groups. The groups would need to quickly reposition to take advantage of new battles/meteor impacts. Flanking would be important as if you cut off someone's belt they can not harvest from a patch which increases the resources available for you to grab.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: What do you think ct's economy should be like?
storage and belts seem a bit tedious. who is to say they don't store ore in the factories?
-
- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: What do you think ct's economy should be like?
Well, storage isn't entirely required.
The main interest in the system is belts and with propper UI design I don't think they would be tedious at all. They can be refined to 1 click per important decision and no input required at other times.
If you don't have belts harvesters have to walk all the way back to the base which means harvesters would need to be fast enough to walk back to base. This really decreases the importance of the supply line as harvesters can manoeuvre and avoid threats as well as easily grabbing some quick resources from an enemy area.
My general idea is a slow to move harvester group which has a fast resource-only line back the base. The line is there to provide a flanking target which increases with danger as you move further from your base.
The main interest in the system is belts and with propper UI design I don't think they would be tedious at all. They can be refined to 1 click per important decision and no input required at other times.
If you don't have belts harvesters have to walk all the way back to the base which means harvesters would need to be fast enough to walk back to base. This really decreases the importance of the supply line as harvesters can manoeuvre and avoid threats as well as easily grabbing some quick resources from an enemy area.
My general idea is a slow to move harvester group which has a fast resource-only line back the base. The line is there to provide a flanking target which increases with danger as you move further from your base.
Re: What do you think ct's economy should be like?
instead of trucks the depots are now hovering ships that need to land/deploy now.
didnt like it at first and still prefer something groundbased but now think it is ok.
but i really really think miners should not be able to build depots, only the support factory should.
-if depots are available from start, you can expand right away. with a support factory needed, expansion gets delayed abit and is more a tactical choice/investment instead of mindlessly grabbing everything in range.
-i like the idea of "mobile depot and miners move out to get ressources." miners making the depot seems like a step back to mexes.
-if the depot gets killed, you can not just rebuild it with a miner -> it is more valuable
didnt like it at first and still prefer something groundbased but now think it is ok.
but i really really think miners should not be able to build depots, only the support factory should.
-if depots are available from start, you can expand right away. with a support factory needed, expansion gets delayed abit and is more a tactical choice/investment instead of mindlessly grabbing everything in range.
-i like the idea of "mobile depot and miners move out to get ressources." miners making the depot seems like a step back to mexes.
-if the depot gets killed, you can not just rebuild it with a miner -> it is more valuable
Re: What do you think ct's economy should be like?
my love for you is like a truck......knorke wrote:instead of trucks
So, any pikturs?