Construction tools
Posted: 12 Oct 2006, 07:59
Hello, I want to post some ideas I read in the SupCom forum.
I think it is some ideas that you think are obviouly good from the moment you read them.
I thought of a couple things that would be useful to the Supreme Commander regarding the construction of units and buildings, and the automation thereof. The first is the ability to have a factory continuously produce units according to an abstract rule. Instead of queuing up a specified quantity of units, which will obviously not work for a game like SupCom, you instead queue up a percent. That percentage is the odds that that factory will randomly choose to build that unit. So if you have two units (A and B) each set to 50%, then the factory will produce A, B, A, B, etc. on into infinity, or until you change it. More complex ones might be A, B, C, D, and E, where A is 40%, B is 35%, C is 15%, D is 7%, and E is 3%. You get the idea.
Building on that, you might have the ability to set up different plans and projects for factories (or construction units). For example, you set up the project of a preset squad of units. Perhaps 10 Flashes and 5 Stumpies. You then queue up three of these projects. Or, you can assign this project a percentile just as if it were a unit. A different possibility is the ability to create plans, which are percentile sets which you preset, and can switch between. A factory with three plans might have one for 100% A, one plan for 40% A, 40% B, 20% C, and a third for 50% C, 50% D.
A modification to the system previously outlined which I feel is superior is to instead assign point values to different selections, as opposed to percentages. The factory can figure out what percent each item is of the total points issued to it. A factory with 99 points on A and 1 point on B is the same as 99% A and 1% B. A factory with 1 point A and 1 point B is the same as 50% A and 50% B. Adding a point to C reconstrains its output to 1/3 on each. If you were to then add a point to A, A would have 2, with B and C having 1. So A is 50%, and B and C are each 25%.
I realize I'm stretching this post out. Bear with me. So what about creating plans and projects for construction units building facilities? It can work. You outline a sequence of facilities to construct and create a plan of it. This plan can then be assigned to any construction unit. It can be assigned a priority, percent or points, which causes construction units to go do the tasks with varying probabilities. Once again, the points proves itself superior. When a building project is finished, its points are simply removed. If there were three items at 1 point each, the remaining items each have 50% priority.
As an additional building tool, the power to control the flow of resources would be extremely useful. In TA, you had no control over the amount of metal and energy used by nanolathers, other than adding or subtracting nanolathes. In SupCom, you should probably be able to declare that "I want this project to halve resource use" so that you free up resources for another project. Direct control over quantity would be excellent, of course with a maximum. A rush production with added cost might be cool, but is wholly unnecessary.
Posted by Thomcaster
I think it is some ideas that you think are obviouly good from the moment you read them.
I thought of a couple things that would be useful to the Supreme Commander regarding the construction of units and buildings, and the automation thereof. The first is the ability to have a factory continuously produce units according to an abstract rule. Instead of queuing up a specified quantity of units, which will obviously not work for a game like SupCom, you instead queue up a percent. That percentage is the odds that that factory will randomly choose to build that unit. So if you have two units (A and B) each set to 50%, then the factory will produce A, B, A, B, etc. on into infinity, or until you change it. More complex ones might be A, B, C, D, and E, where A is 40%, B is 35%, C is 15%, D is 7%, and E is 3%. You get the idea.
Building on that, you might have the ability to set up different plans and projects for factories (or construction units). For example, you set up the project of a preset squad of units. Perhaps 10 Flashes and 5 Stumpies. You then queue up three of these projects. Or, you can assign this project a percentile just as if it were a unit. A different possibility is the ability to create plans, which are percentile sets which you preset, and can switch between. A factory with three plans might have one for 100% A, one plan for 40% A, 40% B, 20% C, and a third for 50% C, 50% D.
A modification to the system previously outlined which I feel is superior is to instead assign point values to different selections, as opposed to percentages. The factory can figure out what percent each item is of the total points issued to it. A factory with 99 points on A and 1 point on B is the same as 99% A and 1% B. A factory with 1 point A and 1 point B is the same as 50% A and 50% B. Adding a point to C reconstrains its output to 1/3 on each. If you were to then add a point to A, A would have 2, with B and C having 1. So A is 50%, and B and C are each 25%.
I realize I'm stretching this post out. Bear with me. So what about creating plans and projects for construction units building facilities? It can work. You outline a sequence of facilities to construct and create a plan of it. This plan can then be assigned to any construction unit. It can be assigned a priority, percent or points, which causes construction units to go do the tasks with varying probabilities. Once again, the points proves itself superior. When a building project is finished, its points are simply removed. If there were three items at 1 point each, the remaining items each have 50% priority.
As an additional building tool, the power to control the flow of resources would be extremely useful. In TA, you had no control over the amount of metal and energy used by nanolathers, other than adding or subtracting nanolathes. In SupCom, you should probably be able to declare that "I want this project to halve resource use" so that you free up resources for another project. Direct control over quantity would be excellent, of course with a maximum. A rush production with added cost might be cool, but is wholly unnecessary.
Posted by Thomcaster