aging buildings
Abaddon0
Join Date: 2003-05-09 Member: 16169Members, Constellation
<div class="IPBDescription">ok, stay with me...</div>I was reading<a href="http://www.unknownworlds.com/forums/index.php?s=7575047820013463552&showtopic=100331" target="_blank"> HatlabuFarkas's</a> thread about leveling up buildings, and i got to thinking, aliens are life forms, living things, the hive and the towers are growing, why not make them get more powerful with time. The longer a tree grows, the larger, and stronger it gets, why not the same thing with all the towers?
I propose that the buildings start out a bit weaker, and after a few minutes, be just as strong as they are currently, and after a few more minutes, but more powerful then they currently are
All structures:
Max HP would start about 10% lower then it currently is, and would gain about 2% per minute, not much at all. It would make it easier to stop a recent infestation, and harder for an old infestation. If possible, a dynamic size adjustment would be great, if not size, maybe color to show the age.
Hives:
Spawn time would start a bit higher in the beginning, and slowly decrease every minute, it would have to be logrhythmic though, we don't want it to approach 0 seconds, i think the minimum should be around 15% faster then it currently is.
Resource Towers:
As before, young towers would get RES slower, and as they age, the rate increases.
OC:
Damage and maybe range would be affected
Other chambers:
The upgrade effects would not be effects, but the proximity effects would be, healing, adrenalin, and cloaking ranges, and rates would be affected.
I propose that the buildings start out a bit weaker, and after a few minutes, be just as strong as they are currently, and after a few more minutes, but more powerful then they currently are
All structures:
Max HP would start about 10% lower then it currently is, and would gain about 2% per minute, not much at all. It would make it easier to stop a recent infestation, and harder for an old infestation. If possible, a dynamic size adjustment would be great, if not size, maybe color to show the age.
Hives:
Spawn time would start a bit higher in the beginning, and slowly decrease every minute, it would have to be logrhythmic though, we don't want it to approach 0 seconds, i think the minimum should be around 15% faster then it currently is.
Resource Towers:
As before, young towers would get RES slower, and as they age, the rate increases.
OC:
Damage and maybe range would be affected
Other chambers:
The upgrade effects would not be effects, but the proximity effects would be, healing, adrenalin, and cloaking ranges, and rates would be affected.
Comments
~Panzerbase/audio|njected
Edit: actually just reread the hive thing, your talking like it takes longer to spawn at the beginning. I still think that gives rines too much of an advantage.
I like your idea alot. n_n
However, there's a difference between overwhelming momentum & isolated momentum. The isolated should be hard to expand, and the overwhelming should turn to a victory (at least...75-85% of the time). Having the alien's towers/hives gain HP over time..would actually be pretty cool. I like that idea =D.
This idea get's Depots <img src="http://www.ibparcade.com/style_emoticons/default/thumbsup.gif" border="0" alt="IPB Image" />
so the alien buildings get stronger with time and the marine stuff can be uppgraded but are getting weaker in time if u dont go check ther status
ps : your idea is very cool <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
make the time Dependent on the connectedness with the creep to a hive. if the creep path is broken between the hive and the tower, the time reduces until it is back to the youngest form, once the path is recreated, it starts counting up.
Over time, marines, once the buildings have been placed, could have upgrades sent through the nanogrid. However, since approval and registration, etc would be needed before the upgrades would be sent, this gives the marines a similar ability.
i'm just worried about the implementation, and how to make it balanced. similar marine structures should get the same automatic upgrades after a while as well.
and of course, you should be able to see the difference in the upgraded model
-Sheepe
instead of basing the age off of time alone, have it based off of time in contact with creep.
so all buildings start weaker then they currently are in NS1 and grow more powerful the longer they are in contact with the creep. this means that gorges may expand beyond the creep, but they will not grow in power. if the creep is severed, the power would decrease for those buildings that no longer have a link back to the hive.
I propose that the buildings start out a bit weaker, and after a few minutes, be just as strong as they are currently, and after a few more minutes, but more powerful then they currently are
All structures:
Max HP would start about 10% lower then it currently is, and would gain about 2% per minute, not much at all. It would make it easier to stop a recent infestation, and harder for an old infestation. If possible, a dynamic size adjustment would be great, if not size, maybe color to show the age.
Hives:
Spawn time would start a bit higher in the beginning, and slowly decrease every minute, it would have to be logrhythmic though, we don't want it to approach 0 seconds, i think the minimum should be around 15% faster then it currently is.
Resource Towers:
As before, young towers would get RES slower, and as they age, the rate increases.
OC:
Damage and maybe range would be affected
Other chambers:
The upgrade effects would not be effects, but the proximity effects would be, healing, adrenalin, and cloaking ranges, and rates would be affected.
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This could explain the infestation aswell. Maybe even the strucktures connecting, sharing a % of ther total hp.
Senario: 3 OCs connected whit infestation... rines shoting and destroying one of em, but it has destributed some of the damage taken to the others aswell... lets say 5% about 1 bar in the structure HP indicator...
Resource Towers:
As before, young towers would get RES slower, and as they age, the rate increases.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think This is good idea . CCC-: <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<!--quoteo(post=1605699:date=Feb 12 2007, 01:25 AM:name=Abaddon0)--><div class='quotetop'>QUOTE(Abaddon0 @ Feb 12 2007, 01:25 AM) [snapback]1605699[/snapback]</div><div class='quotemain'><!--quotec-->OC:
Damage and maybe range would be affected<!--QuoteEnd--></div><!--QuoteEEnd-->
The OCs can recevie skills from HIT the enemy. fire spikes Longer range after level up ?? ... maybe
Cycle of Life -
<img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> buildings go through phases - baby, peak, decrepit, and then it dies, but not before it regerminates its own successor, and begins again at the infant stage. (with correlating behavior and performance - ie. infant ocs fire more rapidly, but w/o accuracy)
Maintainance required. -
<img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" /> buildings retain steady and even performance, but the building gradually decays. At a certain point the machinery break downs and the buidling must be replaced or repaired by a marine to go back to full functionality.
Possibility
Cycle of Life -
<img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> buildings go through phases - baby, peak, decrepit, and then it dies, but not before it regerminates its own successor, and begins again at the infant stage. (with correlating behavior and performance - ie. infant ocs fire more rapidly, but w/o accuracy)
Maintainance required. -
<img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" /> buildings retain steady and even performance, but the building gradually decays. At a certain point the machinery break downs and the buidling must be replaced or repaired by a marine to go back to full functionality.
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kinda cool, but then would you get your res back once a building has died or decayed?
just spit balling, and adding unnecessary complication, how about marine buildings require upkeep (small) but the commander does not have to pay it and then they slowly damage. so if they are running low on RES, buying a welder and having the marines fix things would be more cost effective.
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very interesting - you can trade res for good ole elbow grease if you can't afford it
Which would be a great way to finish a never ending game, and would help avoid stalemates when marines take control of 1 hive.
Either you have marines repairing buildings or defending, or a bit of both which probably wouldnt be enough to keep the aliens at bay.
Also it would really add to the atmosphere that things are really going to sh1t at the end of a game <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
-Sheepe
Second, why not have performance linked to health rather than age? I.e. a <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> attacks a res collector. Marines show up and kill it. Now normally the RT just keeps trucking along as normal and the skulks death only occupied the marines for a bit. However, if the res collector was on 50% health it should get res 50% slower. Hives/ip spawn slower. This would mean that repairing would have to be a higher priority.
This of course favours the aliens as DC’s in the area would quickly repair RT and hives. To address this maybe an upgrade for marines to spawn with a welder?
First of all. If your buildings get stronger with age then it would make it even harder to turn a game around. Not to say that the idea should be abandoned but it would require ALOT of work to get balance. The easiest way is for both side to play to the same rules.
Second, why not have performance linked to health rather than age? I.e. a <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> attacks a res collector. Marines show up and kill it. Now normally the RT just keeps trucking along as normal and the skulks death only occupied the marines for a bit. However, if the res collector was on 50% health it should get res 50% slower. Hives/ip spawn slower. This would mean that repairing would have to be a higher priority.
This of course favours the aliens as DC’s in the area would quickly repair RT and hives. To address this maybe an upgrade for marines to spawn with a welder?
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yes it is easy to make both sides play by the same rules, but if that is the rout you want, you'll get marine vs marine. both sides do not have to play the same, or act the same, they just have to be equally matched.
i like the idea of the reduced effectiveness as health decreases. i still think the towers should grow in power, but i think there should be a cap to how powerful they get, i see a f(x)=-e^-x graph for the power function, growing fast at the start, then slowing down as time grows on until it levels off. of course we don't want some nasty function in the code, just something that represents this model of growth.