Is a Unitlimitation for a special kind of Units possible?
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- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
Is a Unitlimitation for a special kind of Units possible?
Is a Unitlimitation for a special kind of Units possible?
If yes, how can i do that? So many ppl spam repairdrones to build faster and they slow the game drastically so I want to implement a Unitlimit for Conunits.
Ups... wrong Forum... can someone pls move this topic to the developerforum?
If yes, how can i do that? So many ppl spam repairdrones to build faster and they slow the game drastically so I want to implement a Unitlimit for Conunits.
Ups... wrong Forum... can someone pls move this topic to the developerforum?
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
this question/request/idea can bring more for "mods" ...
imagine game system based upon control of limited amount of units...
let say You have mod where some sort of HQ allows You control certain amount of robots ... to control more You need more HQ structures ...
or even more complicated ... in range X from HQ Y You can control maximally Z units ... if You move them beyond the range You loose control over them (they become inactive or start act independently (some basic AI functions like if You shoot me i shoot back etc but that's all) ...
etc...
You are only limited by own imagination ... ehm i mean by the engine :)
imagine game system based upon control of limited amount of units...
let say You have mod where some sort of HQ allows You control certain amount of robots ... to control more You need more HQ structures ...
or even more complicated ... in range X from HQ Y You can control maximally Z units ... if You move them beyond the range You loose control over them (they become inactive or start act independently (some basic AI functions like if You shoot me i shoot back etc but that's all) ...
etc...
You are only limited by own imagination ... ehm i mean by the engine :)
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Yes, let your imagination run free, because the game you're describing damn sure isn't going to spark it!Dwarden wrote:this question/request/idea can bring more for "mods" ...
imagine game system based upon control of limited amount of units...
let say You have mod where some sort of HQ allows You control certain amount of robots ... to control more You need more HQ structures ...
or even more complicated ... in range X from HQ Y You can control maximally Z units ... if You move them beyond the range You loose control over them (they become inactive or start act independently (some basic AI functions like if You shoot me i shoot back etc but that's all) ...
etc...
You are only limited by own imagination ... ehm i mean by the engine :)
I don't mind hard limits on hero units, but I absolutely hate population farming...
-
- Posts: 578
- Joined: 19 Aug 2004, 17:38
since when this was invented by blizzard? ...Gnome wrote:Yes, let your imagination run free, because the game you're describing damn sure isn't going to spark it!Dwarden wrote:this question/request/idea can bring more for "mods" ...
imagine game system based upon control of limited amount of units...
let say You have mod where some sort of HQ allows You control certain amount of robots ... to control more You need more HQ structures ...
or even more complicated ... in range X from HQ Y You can control maximally Z units ... if You move them beyond the range You loose control over them (they become inactive or start act independently (some basic AI functions like if You shoot me i shoot back etc but that's all) ...
etc...
You are only limited by own imagination ... ehm i mean by the engine :)
I don't mind hard limits on hero units, but I absolutely hate population farming...
just think about this "AI defence node" ... it will produce 10 defence units (let say some hovering droids)
then "secure" with them surrounding area ...
if some are destroyed they will be slowly rebuild ... and w/o additional command structure you can't increase theirs ammount etc ...
man ... blizzard ... gah
Hm
Imho, Blizzard had a good approach with weighing the unit cap against a unit's power - I realise that unit caps are for engine reasons, not gameplay ones, but they affect the gameplay so they should be modified for it. Similar approach also worked for Master Of Orion 2.
I'd have two unit caps - first, the "hard" cap, which is the total number of units allowed per player, and the "adjusted" cap, which is weighed by unit power. Otherwise on metal maps it becomes all about the Krogs simply because the number of non-Krog units required to retaliate is obscene. The "Hard" cap is to prevent the game from breaking due to a player flooding the game with 50 000 Peewees - but encountering the "hard" cap should be rare - the player should usually be limited by the "soft" cap. The "Soft" cap makes sure that a player can still build a few AKs if he likes, as they're not consuming unit count that could be used on Krogs or something.
I'd have two unit caps - first, the "hard" cap, which is the total number of units allowed per player, and the "adjusted" cap, which is weighed by unit power. Otherwise on metal maps it becomes all about the Krogs simply because the number of non-Krog units required to retaliate is obscene. The "Hard" cap is to prevent the game from breaking due to a player flooding the game with 50 000 Peewees - but encountering the "hard" cap should be rare - the player should usually be limited by the "soft" cap. The "Soft" cap makes sure that a player can still build a few AKs if he likes, as they're not consuming unit count that could be used on Krogs or something.