glassPen Posted August 15, 2014 Report Share Posted August 15, 2014 (edited) 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 August 15, 2014 by glassPen Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 15, 2014 Report Share Posted August 15, 2014 Don't you think that would only make sense if we had a lot of different ressources ? Quote Link to comment Share on other sites More sharing options...
glassPen Posted August 15, 2014 Author Report Share Posted August 15, 2014 Well we could drop the tech tree concept and just go with the idea of exposing the resource to danger and also storage limitations. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 15, 2014 Report Share Posted August 15, 2014 I would be for, though, that might be a little complex to manage. Maybe make a mod about it ? Quote Link to comment Share on other sites More sharing options...
niektb Posted August 15, 2014 Report Share Posted August 15, 2014 It is a feature that is worth investigating as it delivers interesting gameplay but it think it is to complicated for mainstream players. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 15, 2014 Report Share Posted August 15, 2014 (edited) 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 August 15, 2014 by stanislas69 Quote Link to comment Share on other sites More sharing options...
Radagast. Posted August 15, 2014 Report Share Posted August 15, 2014 I'd love to simplify it:For each storehouse you destroy/conquer from your enemy, the enemy losesresource_loss = resource_storage_total * enemy_storehouses_destroyed_or_lost_count / enemy_storehouses_total_countDecay 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 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 15, 2014 Report Share Posted August 15, 2014 Is that possible to be a secondary feature ? Maybe something hardcore players can turn on and off. Quote Link to comment Share on other sites More sharing options...
Radagast. Posted August 16, 2014 Report Share Posted August 16, 2014 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? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.