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infinite resources
Posted: 20 May 2005, 14:32
by kappor
I hope that resources can be exhausted (not like in TA) or at least it can be configurable
Posted: 20 May 2005, 15:30
by SinbadEV
dude man, resources can be limited in TA, basically, if you want limmited resources in Old TA all you need is a level where there's no metal, no wind, no sun power available etc. and then scatter re-claimable metal objects and trees around the place. not quite the same thing... but almost... unfortunately we don't have rocks yet...
Posted: 20 May 2005, 15:38
by Torrasque
If some of these idea :
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1159 are implemented, it will be very easy to make a map on your idea.
Posted: 20 May 2005, 17:47
by zwzsg
Having more ressources on the map in the end of the game than at the start is one of the strong point of TA. TA is all about having no limits. No, no, no ,no, no, no, no, no, no, no, no, no there's no limit! No no limits, we'll reach for the sky! No valley to deep. No mountain too high. No no limits, we'll give up the fight. We do what we want and we do it with pride. I tell you this 'cause there's no limit! No limits allowed, cause there's much crowd. Lemme hear ya say yeah! (yeah).
Since arm and core both have fusion and metal makers, and since every cons produce a little amount of M and E, you'd need to recreate a whole new race of you really want exaustable ressources. And it's not an engine thing. It's a map maker and unit maker thing. Make a race where nothing can produce ressources, then make maps with lots of reclaimable trees and rocks. Currently the only TA mod with limited ressource I know of is
BattleTanx.
Posted: 20 May 2005, 21:30
by Min3mat
LOL what about the unit cap???

but i love unlimited resources limited resources made games like AoE unplayabable

just like iRL
Posted: 21 May 2005, 00:50
by mongus
how about renovable resources unlimited
non renovable resources limited
and nuclear power plants unsafe? (corrodes metal, explodes from time to time, or smthng)
That will render only solars, wind generators, tidal generators, geothermal pp, and mm usefull in long term...
interesting...
this should bring new energy/metal generator units... and more resource eficcient units too...
hard to implement though... unless there is some resources engine...
that should bring more chaos and scalability to the end of the game...
haha, finishing the game with pewee rush!
Posted: 21 May 2005, 13:50
by zwzsg
No, I hate randomness like Nuclear Plant exploding from time to time. Having random innaccuracy is okay because there's always enough shots to average the random factor, but I know I couldn't stand losing a game just because a Nuclear Power Plant exploded because of lack of luck and triggered a chain reaction wiping out half of my base. I would also be unhappy if the enemy lost because of random nuclear explosion before I had a chance to stamp him.
And the whole point of fusion is to prevent having half of your units being solars at the end of the game. I don't see what good could comes of trying to overload the engine with 400 solars instead of 8 fusion.
Posted: 21 May 2005, 20:10
by mongus
First of all, this is more a mod idea than a default for Spring.
then, you are right about the number of units, its kynda stupid to have hundreds of solar collectors...
Anyhow, about loosing a game because of nuclear energy...
maybe you can see at that fact from another angle.
The winner of the game won, because he was able to use safe resources in a smart way, i think of having a wyde variety of resource sources, geo, solar, wind, tydal... (this is also true for renovable resources).
In that same line, winning a game, could be because nuclear energy... if you are lucky to get it working right, and have that bomb away of your other vital stuff..
This is kinda ecologycal/economical stuff... i think a mod like that would be a bit different to play... also, the game strategy would be more centered in managing resources smartly than in the war itself..
Maybe for Adv. Spring.