Infrastructomatic
Posted: 13 Mar 2010, 18:16
So I was thinking about making a map that was SpeedMetal without the speed or metal... IN SPACE (basically same map but with voidwater+edgemodels so it looks like a space platform from StarCraft, and has metal patches instead of ALL metal)... then I was thinking... you know what the problem with these arena maps is? no-one who plays them really cares about infrastructure... they just want play an arena battle... so I was thinking... wouldn't it be cool if there was a way to have them not have to bother to build resource infrastructure... they could just get right into the thick of things right away... as an added bonus this would not teach noobs bad habits in regards to making extractor farms because there would be no way to increase production or storage... so while it would APPEAR to be making free resources it would also be teaching them to work with a fixed budget.
so this brings me to my idea for a Map-Option:
Infrastructomatic Arena
So the idea is that the battle is taking place in an arena where both teams have a set amount of resource generation and storage (this would assume TA style resources... but If other games wanted support it could be added.)
SO, imagine SpeedMetal but in the center of each "side" there would be this mega-building that would produce resources for any team that was allied to the player that controlled it... and if that player died control would be transfered another ally automagically...
The resources would be part of the mod-options interface and would represent both the storage capacity and resource production... one would also infer from this that all units that make or store metal would have these abilities removed by Lua... and essentially the production and storage would be determined by the number of team members.
SO let's say it was producing 10prod 1000stor metal and 1000 prod 100000 stor energy, this production would be divided among the remaining players on the team of the player controlling the building. SO if there was 2 players on one team, each player would get 5/500 and 500/50000 and their opponent, having 3 players would have 3.3333/333.3333 and 333.3333/33333.3333... so even if teams were un-matched by numbers, they would be matched by resource production.... when a player was eliminated this production would be re-calculated for the existing players.
When this building was destroyed or captured the team would auto-lose in this game-type.
You could even have maps with more then 2 teams... in this case, the losing teams units wouldn't be "detonated" they would be be turned into wrecks (having no power source, they would just turn off) and be available to the other teams to harvest for resources.
Thoughts? Implementation Suggestions? Have a model you think I should use?
The one idea I has was for there to be a game-tie-in so the map would tell the mod "I'm in Infrastructomatic mode" and then the game could handle the resource production/storage logic... though initially I would include a default logic for TA based mods.
so this brings me to my idea for a Map-Option:
Infrastructomatic Arena
So the idea is that the battle is taking place in an arena where both teams have a set amount of resource generation and storage (this would assume TA style resources... but If other games wanted support it could be added.)
SO, imagine SpeedMetal but in the center of each "side" there would be this mega-building that would produce resources for any team that was allied to the player that controlled it... and if that player died control would be transfered another ally automagically...
The resources would be part of the mod-options interface and would represent both the storage capacity and resource production... one would also infer from this that all units that make or store metal would have these abilities removed by Lua... and essentially the production and storage would be determined by the number of team members.
SO let's say it was producing 10prod 1000stor metal and 1000 prod 100000 stor energy, this production would be divided among the remaining players on the team of the player controlling the building. SO if there was 2 players on one team, each player would get 5/500 and 500/50000 and their opponent, having 3 players would have 3.3333/333.3333 and 333.3333/33333.3333... so even if teams were un-matched by numbers, they would be matched by resource production.... when a player was eliminated this production would be re-calculated for the existing players.
When this building was destroyed or captured the team would auto-lose in this game-type.
You could even have maps with more then 2 teams... in this case, the losing teams units wouldn't be "detonated" they would be be turned into wrecks (having no power source, they would just turn off) and be available to the other teams to harvest for resources.
Thoughts? Implementation Suggestions? Have a model you think I should use?
The one idea I has was for there to be a game-tie-in so the map would tell the mod "I'm in Infrastructomatic mode" and then the game could handle the resource production/storage logic... though initially I would include a default logic for TA based mods.