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Growing resources?

Posted: 04 Feb 2007, 17:36
by Aurora
I was wondering if there will ever be some growing weed or crystals like in many other RTS's. Being able to change it's specifics would be cool too, eg. how much metal/energy it gives, how quickly it spreads, can it spread in water or land or both, does it hurt units that go over it and if yes, how much, can it grow under buildings and overlap geovents and metal, and will it destroy them over time, how many stages of growth does it have (eg. could have some "flower" stage at the end), can the radiation that has (supposedly) come from nuclear explosions spawn this resource, can this resource turn trees into mutants that slaughter units near them like in C&C, etc.

Whether this would use a texture or a model, the apperance should be possible to customize by the mappers.

Posted: 04 Feb 2007, 17:47
by KDR_11k
Unlikely, I don't think that's in the cards any time soon.

Posted: 04 Feb 2007, 19:42
by j5mello
MTR? >> OSRTS?? that all i got...

Posted: 04 Feb 2007, 22:33
by Aurora
j5mello wrote:MTR? >> OSRTS?? that all i got...
What the hell does that mean?

Posted: 04 Feb 2007, 23:34
by rattle
I think it was mentioned before (MTR) and will be considered in the OSRTS masterplan.

Posted: 04 Feb 2007, 23:45
by Masse
MTR = Monthly Topic Rotation
OSRTS = other rts engine being developed and pondered upon

Posted: 05 Feb 2007, 02:17
by knorke
AIs can "cheat-create" units right?
So how about someone makes a bot called "Growing Ressources AI" that does nothing but spawn "ressource units" that die right after spawning (they could be invisible). The spawned units could then leave wrecks for the players to reclaim. Of course the bot would need config files for all kinds of maps, so ressources do not get spawned in water or something..

Posted: 05 Feb 2007, 02:18
by Peet
Hacky workarounds ftw :)

Posted: 05 Feb 2007, 02:21
by knorke
Spring IS a hacky workaround (you could just build giant robots and do real battles)

Posted: 05 Feb 2007, 16:34
by manored
Why to do the real stuff if we can do hacky workarounds that causes the same effect? :P

Posted: 05 Feb 2007, 16:49
by smoth
this was debated ad naseum in the old forums before the great purging.

the answer was never given but considering the fact that it is not in and the per tick unit updates are what slow spring down the most I think you know the answer. This has also already been posted in feature requests before.

Posted: 05 Feb 2007, 20:22
by rattle
knorke wrote:AIs can "cheat-create" units right?
So how about someone makes a bot called "Growing Ressources AI" that does nothing but spawn "ressource units" that die right after spawning (they could be invisible). The spawned units could then leave wrecks for the players to reclaim. Of course the bot would need config files for all kinds of maps, so ressources do not get spawned in water or something..
If they are equiped with scripts which make them kill themselves. But that's ugly. Really ugly.

Wait, doesn't the HP degenerate when a unit needs energy or metal to run and there is none? Furthermore, what happens when HP regen is set to a negative value? It's still ugly though.

Posted: 05 Feb 2007, 21:04
by Aurora
I was thinking more like a texture layer where a set of tiles that is the plant/whatever, spreads.

Posted: 05 Feb 2007, 21:45
by 1v0ry_k1ng
you could have units that can build a reclaimable DT like plant which is worth much more metal to reclaim than it is to build. it'd be like farming.

Posted: 06 Feb 2007, 00:26
by Aurora
Ok, but would it spread around? It'd be cool to have some hazardous plant that grows, you'd have to put walls around the farm to keep it under control. If it spread into your base, various things should slowly lose health or become less effective.

Posted: 06 Feb 2007, 11:15
by KDR_11k
That's a bit much but "regrowing" features plus reclaimers that have to return to a building to unload their ressources should be doable.

Posted: 06 Feb 2007, 15:05
by manored
JJ45 wrote:Ok, but would it spread around? It'd be cool to have some hazardous plant that grows, you'd have to put walls around the farm to keep it under control. If it spread into your base, various things should slowly lose health or become less effective.
Yeah... :P

Posted: 06 Feb 2007, 17:28
by 1v0ry_k1ng
JJ45 wrote:Ok, but would it spread around? It'd be cool to have some hazardous plant that grows, you'd have to put walls around the farm to keep it under control. If it spread into your base, various things should slowly lose health or become less effective.
you could put a special race in a mod that is controlled by an AI that has a plant model which builds more plants and attacks things and is reclaimable

Posted: 06 Feb 2007, 20:28
by Peet
JJ45 wrote:Ok, but would it spread around? It'd be cool to have some hazardous plant that grows, you'd have to put walls around the farm to keep it under control. If it spread into your base, various things should slowly lose health or become less effective.
Somebody has been playing too much C&C:TS :P

Posted: 07 Feb 2007, 01:14
by manored
P3374H wrote:
JJ45 wrote:Ok, but would it spread around? It'd be cool to have some hazardous plant that grows, you'd have to put walls around the farm to keep it under control. If it spread into your base, various things should slowly lose health or become less effective.
Somebody has been playing too much C&C:TS :P
Yeah... but wouldnt it be fun to have assassin plants, mind controled agressive sea animals, atomic soldiers that melt other soldiers in a beautifull green explosion and other C&C stuff? :P