Most buildings should require power to work (except power generating buildings). Power could be handled in several different ways. It could be done were each power supplying building you make generates a certain amount of "power points" into a pool. Buildings then utilize these points in differing amounts depending upon the building. The advantage of this is that it can be used to balance the effects of powerful buildings. The disadvantage is that it is rather simplistic. Another way would be to have power supplying buildings, instead of supply differing amounts of "power points" based on their type, they would provide "power" to buildings within a certain radius of the structure. Whether or not a building has power or not could be a requirement for it to function, or it may simply provide a production speed bonus. I'm open to suggestions!!
So far, we have suggestions for three types of power supply buildings: Nuclear Fusion, Geo-thermal, and Wind Farms. Nuclear Fusion would probably be the most expensive yet the most powerful. Wind Farms would take the most space but are cheap and of middle level power. Geo-thermal is probably the earliest available, takes the smallest amount of resources and space, but also has the lowest power return.
Barracks: Available to All Factions Resource Costs: 250 Titanium, 300 Funds Maintenance: "50 Power" ---- -Can Build Infantry Units -Produces 10 Production Points/Second when building something -Can Garrison 5 Infantry Units -Heals garrisoned infantry units at rate of 10 HP/second.
Airfield: Available to All Factions Resource Costs: 350 Titanium, 600 Funds Maintenance: "80 Power" ---- -Can Build Air Units -Produces 25 Production Points/Second during construction. -Can Garrison 4 Air Units -Heals garrisoned Air units at rate of 15 HP/second. -Resets Air unit fuel timer.
Shipyard: Available to All Factions Resource Costs: 300 Titanium, 450 Funds Maintenance: "75 Power" ---- -Can Build Naval Units -Produces 20 Production Points/Second during construction. -Can Garrison 5 Naval Units -Heals garrisoned Naval units at rate of 15 HP/second.
Construction Yard: Available to All Factions Resource Costs: 275 Titanium, 400 Funds Maintenance: "75 Power" ---- -Can Build Vehicle Units -Produces 15 Production Points/Second when building something -Can Garrison 5 Vehicle Units -Heals garrisoned infantry units at rate of 10 HP/second.
good, but we wont call it a construction yard, that's too CNC. We definatly need some base defenses like AA cannons, turrets, tesla towers (maybe not those exactly) etc...
What are "Production Points"? I like the building so far though, however, we will want to stay away from wind farms as a source of energy, because we have hydrogen wind harvesters on the field. And the "Nuclear Fusion" is a no go. Think more like the sun. Just " Fusion"
So apparently, we will not be using production points. Instead, the creation buildings will absorb the requisite resources at a set rate. Once the resources spent equals the cost of the unit, the unit is finished.
Schrödinger Tower: Allegiance: Survivalist Resource Cost: 200 Hydrogen, 400 Titanium, 1000 Funds Maintenance: 250 Power ---- When an enemy unit comes within a 10 tile radius, the tower charges, taking 3 1.5 to 2.0 seconds to do so, then drops a glowing circle type animation that deletes enemy units caught within the ring from the map.
Essentially, the Schrödinger Tower works by using Quantum Mechanics. Upon encountering enemy hostiles, the Tower activates. It searches all the possible alternate universes and probabilities and selects a desirable one (one in which the enemy unit does not exist). It then superimposes that universe upon reality, essentially deleting the enemy unit.
This is going to be much more expensive in the final game, and waaaay more power intensive. This unit also has a drawback to it's near broken omnipotency, if you use the tower for a direct attack. There is a chance that enemy units will appear, from another universe.
This tech is comparable to the resistance teleportation tech. However, that is another section entirely.
14 comments:
Most buildings should require power to work (except power generating buildings). Power could be handled in several different ways. It could be done were each power supplying building you make generates a certain amount of "power points" into a pool. Buildings then utilize these points in differing amounts depending upon the building. The advantage of this is that it can be used to balance the effects of powerful buildings. The disadvantage is that it is rather simplistic. Another way would be to have power supplying buildings, instead of supply differing amounts of "power points" based on their type, they would provide "power" to buildings within a certain radius of the structure. Whether or not a building has power or not could be a requirement for it to function, or it may simply provide a production speed bonus. I'm open to suggestions!!
So far, we have suggestions for three types of power supply buildings:
Nuclear Fusion, Geo-thermal, and Wind Farms. Nuclear Fusion would probably be the most expensive yet the most powerful. Wind Farms would take the most space but are cheap and of middle level power. Geo-thermal is probably the earliest available, takes the smallest amount of resources and space, but also has the lowest power return.
Supply Depot:
These buildings are available to both factions. They provide 500 supply points each.
Barracks:
Available to All Factions
Resource Costs: 250 Titanium, 300
Funds
Maintenance: "50 Power"
----
-Can Build Infantry Units
-Produces 10 Production Points/Second when building something
-Can Garrison 5 Infantry Units
-Heals garrisoned infantry units at rate of 10 HP/second.
Airfield:
Available to All Factions
Resource Costs: 350 Titanium, 600 Funds
Maintenance: "80 Power"
----
-Can Build Air Units
-Produces 25 Production Points/Second during construction.
-Can Garrison 4 Air Units
-Heals garrisoned Air units at rate of 15 HP/second.
-Resets Air unit fuel timer.
Shipyard:
Available to All Factions
Resource Costs: 300 Titanium, 450 Funds
Maintenance: "75 Power"
----
-Can Build Naval Units
-Produces 20 Production Points/Second during construction.
-Can Garrison 5 Naval Units
-Heals garrisoned Naval units at rate of 15 HP/second.
Construction Yard:
Available to All Factions
Resource Costs: 275 Titanium, 400
Funds
Maintenance: "75 Power"
----
-Can Build Vehicle Units
-Produces 15 Production Points/Second when building something
-Can Garrison 5 Vehicle Units
-Heals garrisoned infantry units at rate of 10 HP/second.
good, but we wont call it a construction yard, that's too CNC.
We definatly need some base defenses like AA cannons, turrets, tesla towers (maybe not those exactly) etc...
What are "Production Points"?
I like the building so far though, however, we will want to stay away from wind farms as a source of energy, because we have hydrogen wind harvesters on the field. And the "Nuclear Fusion" is a no go. Think more like the sun. Just " Fusion"
So apparently, we will not be using production points. Instead, the creation buildings will absorb the requisite resources at a set rate. Once the resources spent equals the cost of the unit, the unit is finished.
Yep!
How much did you enjoy your homework?
It was pretty fun. I did not have a chance to explore it too much.
Schrödinger Tower:
Allegiance: Survivalist
Resource Cost: 200 Hydrogen, 400 Titanium, 1000 Funds
Maintenance: 250 Power
----
When an enemy unit comes within a 10 tile radius, the tower charges, taking 3 1.5 to 2.0 seconds to do so, then drops a glowing circle type animation that deletes enemy units caught within the ring from the map.
Essentially, the Schrödinger Tower works by using Quantum Mechanics. Upon encountering enemy hostiles, the Tower activates. It searches all the possible alternate universes and probabilities and selects a desirable one (one in which the enemy unit does not exist). It then superimposes that universe upon reality, essentially deleting the enemy unit.
This is going to be much more expensive in the final game, and waaaay more power intensive. This unit also has a drawback to it's near broken omnipotency, if you use the tower for a direct attack. There is a chance that enemy units will appear, from another universe.
This tech is comparable to the resistance teleportation tech.
However, that is another section entirely.
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