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glassPen

Resource Storage and Risk

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Hello everyone,

So once a player collects resources they cannot be taken away from him, as it becomes immaterial to the game space. What if the player had to buy silos and storage bunkers to store the materials on the ground. This would expose his resources to attack and theft by enemies, requiring him to build additional defenses such as walls.

This wouldn't replace the 'storehouse' or farm stead, it would support them. The resources would still be dropped at the same places, but you would have to build storage spaces somewhere on the map, so you would have to estimate consumption vs production as you play. This could also be used to bring in an element of degradation of stored resources, thereby introducing the need for a tech tree relating to effective storage of food/lumber (because stone and ore won't exactly decay).

Basically i just don't think that players resource should be invulnerable.

Or is this all to sim-ish ?

Thanks for reading.

Edited by glassPen

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It is a feature that is worth investigating as it delivers interesting gameplay but it think it is to complicated for mainstream players.

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It is a feature that is worth investigating as it delivers interesting gameplay but it think it is to complicated for mainstream players.

That's what I though too, so I suggested making it a mod :)

Edited by stanislas69

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I'd love to simplify it:

For each storehouse you destroy/conquer from your enemy, the enemy loses

resource_loss = resource_storage_total * enemy_storehouses_destroyed_or_lost_count / enemy_storehouses_total_count

Decay could be calculated like:

decay_factor = storehouses_health_average / max_health_of_storehouses = (storehouse1_current_health + storehouse2_current_health + ... + storehouseXY_current_health) / storehouses_total_count * max_health_of_storehouses 

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Depending on a general difficulty level similar to the AI difficulty or on a per feature basis in a setting in the settings/configuration file?

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