Ship/Station Build Times and Finite Resources

You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
1, 2
posted on June 26th, 2011, 9:38 pm
I don't see any problems with adding finite moons to the game, with 3 main disclaimers:

1. All existing maps would have infinite moons.

2. The mapmaker would be able to set the amount of resources.

3. Dominion supply mining would have to destroy a fair amount (maybe 4-5 units per supply?)

If it was like this, people could continue to play without ever seeing finite moons, and mapmakers could experiment with finite resource maps.  It might become popular, it might not.  If I made a map like that the moons would have at least 10,000 resources to start, possibly more.
posted on June 26th, 2011, 10:39 pm
What about making the moons random.  Currently, a trigger gives a moon one of 4 different models.  What if it also gave up to 4 different amounts of resources?

25% Chance of a low amount of resources.
25% Chance of a medium amount of resources.
25% Chance of a high amount of resources.
25% Chance of an infinite amount of resources.

That could add an interesting twist to the game.  If the infinite moons setting is ever added to the RTS_CFG file, then the game host could chose to force all resources to be infinite or choose to go by ODF settings.
posted on June 27th, 2011, 6:16 pm
AtiK wrote:I disagree, a slow methodical game in which every ship is both powerful and important really fits well with star trek cannon. And Supreme Commander (one of the best rts's made) style matches in space seem like really great ideas. Just need bigger maps.


In supreme commander, units are made in a very short amount of time, and online games typically are much shorter than FO
1, 2
Reply

Who is online

Users browsing this forum: No registered users and 3 guests