Advanced/Rich Res
WhiteWeasel
Join Date: 2012-11-25 Member: 173197Members
<div class="IPBDescription">I have seen this in other rts games...</div>There could be a CC/hive location that gives a % more res than a normal location, giving a economic advantage. However like a rich mineral patch in SC, you will have to set up shop in a vulnerable/frequently contested location.
Comms will have to make an important decision, to risk it and get rewarded, lose it and the valuable res to make it and be put behind, or just leave it be (just don't let opponent get it either) and focus on a safer expansion.
Considering how random spawns work, this location will have to be an about an equal distance from the spawns. It will most likely be in the center of and main focal point of the map.
Seeing as how to keep it from becoming "whomever gets to it first wins" the bonus should not have a noticeable effect until mid-late game (but still be worth the effort). As well as hard to hold on to, hence the gamble. Against the Kharaa, long open corridors, so marines can attack from a distance. And against the marines the room will also have several vents so the aliens can attack from unusual angles, then slip out when things get too messy.
It works for other rts games but the question is will it work for THIS game and can it be implemented right?
If it does, it will add some needed map variety.
Comms will have to make an important decision, to risk it and get rewarded, lose it and the valuable res to make it and be put behind, or just leave it be (just don't let opponent get it either) and focus on a safer expansion.
Considering how random spawns work, this location will have to be an about an equal distance from the spawns. It will most likely be in the center of and main focal point of the map.
Seeing as how to keep it from becoming "whomever gets to it first wins" the bonus should not have a noticeable effect until mid-late game (but still be worth the effort). As well as hard to hold on to, hence the gamble. Against the Kharaa, long open corridors, so marines can attack from a distance. And against the marines the room will also have several vents so the aliens can attack from unusual angles, then slip out when things get too messy.
It works for other rts games but the question is will it work for THIS game and can it be implemented right?
If it does, it will add some needed map variety.
Comments
Oh, okay I'm still very new I haven't seen an example of it yet.
Well this was a pointless idea.
Well there are multiple solutions to a problem.
Central Drilling on Mineshaft. Nanogrid on Veil. Lava Falls on Refinery.
Summit has an RT + Tech point in the center.