Regenerating supply dock? |
Regenerating supply dock? |
29 Jan 2015, 12:27
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#1
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Group: Members Posts: 508 Joined: 1 March 2014 Member No.: 10323 |
A Regenerating supply dock would ensure that the strategic importance of holding on to your secondary expansion will not diminish over time and the secondary economy should be revoked. That'll make the game much MORE interesting and micro intensive because then, every unit would count rather than mundanely pooping out myriad of units against your opponent who'd be doing the same!
But the million dollar question is, is it possible to code it!? This post has been edited by Kazan: 29 Jan 2015, 12:27 |
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29 Jan 2015, 12:51
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#2
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Guardsman Group: Members Posts: 2077 Joined: 22 October 2012 From: Terra Member No.: 9379 Armageddon is here.............. |
It's impossible.
I asked that question long ago. If it was codeable it would have been done on various mods already. This post has been edited by X1Destroy: 29 Jan 2015, 12:52 -------------------- We Die Standing.
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29 Jan 2015, 13:35
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#3
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Group: Members Posts: 508 Joined: 1 March 2014 Member No.: 10323 |
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29 Jan 2015, 13:50
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#4
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Group: Administrator Posts: 5732 Joined: 31 May 2009 From: The Netherlands Member No.: 1 Projects: SWR Productions Bitch slapping SAGE since 2003 |
It's impossible. I asked that question long ago. If it was codeable it would have been done on various mods already. Not sure what you are basing yourself on but it actually is possible but its not feasible because of the huge impact it would have on the gameplay -------------------- |
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29 Jan 2015, 15:30
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#5
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Group: Members Posts: 149 Joined: 1 March 2014 From: China(Mainland) Member No.: 10320 |
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29 Jan 2015, 15:46
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#6
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Group: Administrator Posts: 5732 Joined: 31 May 2009 From: The Netherlands Member No.: 1 Projects: SWR Productions Bitch slapping SAGE since 2003 |
basically you simply create a neutral structure that can't be destroyed and simply spawns a new supply pile after the previous one is depleted, its not that complicated really.
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29 Jan 2015, 15:55
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#7
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Group: Tester Posts: 1833 Joined: 29 May 2012 Member No.: 9155 |
your mentioned secondary expansion points already received a 100% buff in cash they house (means, they last well 20+ minutes into the game, given there's no lag whatsoever), and oils became rebuildable.
I'd recommend to check out new changes first before promoting further ones. This post has been edited by Knjaz.: 29 Jan 2015, 15:58 |
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29 Jan 2015, 17:42
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#8
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The Forums American Hotshot Flyboy Group: Tester Posts: 2859 Joined: 22 November 2012 From: The foundation of modern freedom and Liberty;United States of America. Member No.: 9500 |
A Regenerating supply dock would ensure that the strategic importance of holding on to your secondary expansion will not diminish over time and the secondary economy should be revoked. That'll make the game much MORE interesting and micro intensive because then, every unit would count rather than mundanely pooping out myriad of units against your opponent who'd be doing the same! But the million dollar question is, is it possible to code it!? Regenerating supplies would mess up the games balence entirely.This game is based apon expansion as much as its based on macro and micro.If your foe is rushing secondary eco; In no way shape for form will he be able to create units at the same pace as you, nor will be have an eco to match your secondary supply anytime soon.Knjaz can give you the numbers of the amount of money generated from an SDZ (Its full cost) vs a supply center with two trucks.. If you dont exploit the downsides of your foes choises then thats your problem The second hand seconday eco is not a godsent, even for a faction who has unlimited power(Eca) When you have the handicap of a single powerplant, and when its destroyed your production time is doubled,your defences dont work and your eco isnt functioning. More investment in secondary eco means more requirement of buildspace your mentioned secondary expansion points already received a 100% buff in cash they house (means, they last well 20+ minutes into the game, given there's no lag whatsoever), and oils became rebuildable. I'd recommend to check out new changes first before promoting further ones. Rebuildable oils is a huge deal, they're the most expendable(As in you should put some AA next to your hospital ) yet valueble tech building now So I agree with Knjaz fully on this one This post has been edited by (USA)Bruce: 29 Jan 2015, 17:43 -------------------- |
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30 Jan 2015, 4:55
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#9
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Group: Members Posts: 149 Joined: 1 March 2014 From: China(Mainland) Member No.: 10320 |
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30 Jan 2015, 8:29
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#10
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Group: Members Posts: 650 Joined: 1 March 2014 Member No.: 10319 |
Solved by Xenoforce and very possibly some pre-2010 mods. Just have a look at all the neutral planes dropping supply clusters over the supply piles in Xenoforce.
-------------------- And then...
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14 Feb 2015, 20:38
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#11
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A big guy Group: Members Posts: 101 Joined: 14 February 2015 From: A shadow near (USA)Bruce... Waiting Member No.: 10864 Reactivated |
Regenerating supply piles would make supply piles on the map pointless. Not to mention secondary economy would be obsolete as well
-------------------- The drill is stuck! Someone has to fix it
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15 Feb 2015, 5:12
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#12
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Certified Shitposter Group: Tester Posts: 2410 Joined: 30 December 2013 From: Straya' Member No.: 10248 pls join my games im lonely =c |
Regenerating supply piles would make supply piles on the map pointless. Not to mention secondary economy would be obsolete as well I prefer that tbh. Ive always found the 2ndary eco to be clunky and just so boring because it promotes turtling play -------------------- Many thanks to IvanMRM for my avatar and Star for drawing my epic signature. You guys rock! Join our Discord Server for a great community and plenty of games and memes! Also, check out our ROTR - Fan group on Facebook. |
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15 Feb 2015, 11:27
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#13
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Group: Tester Posts: 1833 Joined: 29 May 2012 Member No.: 9155 |
I prefer that tbh. Ive always found the 2ndary eco to be clunky and just so boring because it promotes turtling play 1.85: Current supply docks last for ~20+ minutes. If turtling in your base while spamming sececo is more efficient than gaining map control and attacking said base during those ~20+ minutes with all you have, it's not a sececo problem, more like something allows you to have massive efficiency advantage over attacking force (like, for example, 1.802 Leaflet Drop, or map layout, or something else). This post has been edited by Knjaz.: 15 Feb 2015, 11:29 |
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