replacement for TF?
hazygin
Join Date: 2007-04-27 Member: 60735Members
<div class="IPBDescription">Power grid set up for turrent limits, over load for fast upgrade/build</div>As a alternative to the TF you can have a power distribution module (PDM) which, as usual have upgradable or emergency electrify option, is also the pre req for many power hungry buildings.
This structure can be upgraded with a visable turret control module, allowing it effectively to became a TF, all turrets must be in range 2 be 'powered' by the PDM.
It can be made so that only certain structures can be built in the range of a PDM or if the total power level is too low certain powered buildings, will not function.
Bascily the function of a PDM is that of a power plant and a low tech ground control building.
An added level of game play can be added if you allow power management of other structures and over loading of these units to provid quickened upgrades or build times, at a great cost of power, which may mean shutting down many critical structures.
as a balance issue the cost of these building will be game breaking, since: low cost will allow for mid game tech rush, too high, the marines will not expand fast enough... a build cap may be needed if implimented.
This structure can be upgraded with a visable turret control module, allowing it effectively to became a TF, all turrets must be in range 2 be 'powered' by the PDM.
It can be made so that only certain structures can be built in the range of a PDM or if the total power level is too low certain powered buildings, will not function.
Bascily the function of a PDM is that of a power plant and a low tech ground control building.
An added level of game play can be added if you allow power management of other structures and over loading of these units to provid quickened upgrades or build times, at a great cost of power, which may mean shutting down many critical structures.
as a balance issue the cost of these building will be game breaking, since: low cost will allow for mid game tech rush, too high, the marines will not expand fast enough... a build cap may be needed if implimented.
Comments
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At least that is what my imagination came up with for what is obviously in line with purely gameplay balance concerns.
But considering that Dynamic Infestation may shut down the power to some rooms, as was suggested in Max's notes after the DI video, may I suggest this be a high cost item/structure that allows for TSA Marine structures to be built on DI and still have them function, that needs to be carried into the DI by a marine and placed where the structures are desired to be built?