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Mapper defined cost of metal extraction?
Posted: 11 Jul 2006, 10:04
by Targon
is there a way that the map maker can modify or multiply the energy cost of metal extraction per patch so as to make specific metal patches less accessable to early game players until they build up a sufficient economy?
Posted: 11 Jul 2006, 10:08
by knorke
you mean how "deep" in the ground the metal is?
Thats not possible atm, I think...
Posted: 11 Jul 2006, 10:43
by Weaver
This is an interesting idea, but there is not much need for deep deposites once you have metal makers. However if spots can become depleted and we have no metal makers, it would be a really good idea.
Posted: 11 Jul 2006, 13:47
by mufdvr222
Thats something that allways bugged me with TA, metal deposits should deplete over time.
Posted: 11 Jul 2006, 15:38
by Cheesecan
mufdvr222 wrote:Thats something that allways bugged me with TA, metal deposits should deplete over time.
Ughh, blasphemer!
Posted: 12 Jul 2006, 02:26
by Proply
that was kinda the point, so you didnt need to worry about resources running out and could focus on actually fighting the enemy
Posted: 12 Jul 2006, 03:17
by mufdvr222
Finite metal resources = more strategy = more interesting gameplay = more realistic experience.
Posted: 12 Jul 2006, 03:25
by Hunter0000
mufdvr222 wrote:Finite metal resources = more strategy = more interesting gameplay = more realistic experience.
That is very valid, and an interesting option, but keep in mind that:
Finite metal reasources = more mirco on economy = less micro on combat = less combat stratagy = worse gameplay
is also just as valid. Would be a nice option to have though, I agree on that one
Posted: 12 Jul 2006, 04:59
by Lindir The Green
I HATE games with finite resources.
They make the game more complex, yes, but they take away from the multiplayer (R/P/S like) strategy of the game. They make it so that, instead of trying to improve your economy, you have to conserve your resources, and stunt your growth. They make it so that the game will slow to a crawl when the finite resources run out. They limit the scale of the game, how big of an army you can build.
They take the focus of the game away from building the biggest, best army possible by intelligently expanding to trying to conserve scarce resources so that your opponent's resources will run out before yours.
The finite in it resources were what finally convinced me to stop playing Starcraft, and start playing TA.
IN CONCLUSION:
Please please please please do not add finite resources.
Posted: 12 Jul 2006, 06:31
by mufdvr222
[quote="Lindir The Green"]
They take the focus of the game away from building the biggest, best army possible by intelligently expanding to trying to conserve scarce resources so that your opponent's resources will run out before yours.
quote]
I can`t argue with that, My problem I suppose is I have only really played TA as far as RTS goes, the issue you raised never occured to me, yes it would be more a contest of resource management as opposed to a battle of forces.
Posted: 12 Jul 2006, 06:35
by Forboding Angel
Here's the thing that needs to be done.
NO RTS HAS DONE THIS CORRECTLY YET!
Firstly, you leave metal and energy as resources, but you add a 3rd FINITE resource, and adds to the other two.
THerefore, they are essentially economy boosters for whoever holds it.
Posted: 12 Jul 2006, 09:34
by Targon
I wasn't thinking limited resources, just resources that could not be pratically accessed in the first 5 minutes of the game by some center rushing com.
They could if they really wanted to, but it would be prohibitively expensive.
Posted: 12 Jul 2006, 12:19
by mufdvr222
Well you could achieve that by placing metal in any choke points the map may have, its always vulnerable and expensive to hold on to for long enough to get any real benefit from the resource/metal, although I have to conceed it would be most available very early on in the game, however the longer the game progresses the more pressure there will be to hold on to the area.
Posted: 12 Jul 2006, 13:16
by PicassoCT
My Dream was always a Super-Weapon that generates a knew random Metallmap... A second run for the ressources....
Posted: 12 Jul 2006, 14:09
by unpossible
how about additional features a bit like Geos which give out tons/more metal but you can only build a specialised mex on, a bit like the mex equivalent to a geo power plant.
that might not be too far off the mark, but it's a bit limiting as your restricted to spots.
Posted: 13 Jul 2006, 00:03
by Weaver
Hunter0000 wrote:mufdvr222 wrote:Finite metal resources = more strategy = more interesting gameplay = more realistic experience.
That is very valid, and an interesting option, but keep in mind that:
Finite metal reasources = more mirco on economy = less micro on combat = less combat stratagy = worse gameplay
is also just as valid. Would be a nice option to have though, I agree on that one
Depends, if the limited resources that you have are easily accessable you are effectively building an army Warhammer style. Which makes for an whole different kind of strategy and could be very interesting.
It would not require any change to the engine, just some mods without metal makers and maps with no metal deposites but with reclaimable features near the start points.
If anyone is interested in doing a mod I'll make the map.
Posted: 13 Jul 2006, 01:24
by Pxtl
Simple - want depletable resources? Use features. A better thing would be to control worker-time required for reclamation.
As for the "need to reach a level to claim metal" - currently not doable, but you could do it by making Geotherms generate metal and making the Geotherm building highly expensive. E&E is similar to this (but they're not that expensive).
Posted: 13 Jul 2006, 11:06
by Guessmyname
Forboding Angel wrote:Here's the thing that needs to be done.
NO RTS HAS DONE THIS CORRECTLY YET!
Firstly, you leave metal and energy as resources, but you add a 3rd FINITE resource, and adds to the other two.
THerefore, they are essentially economy boosters for whoever holds it.
Geovents! Are much like you described, only less finite