A week later, I'm glad that I didn't come a week sooner. Some of you are real trash-talky, looking to turn even the language into a mere weapon. On-track, I figured that perhaps it would be better to make a series of mods to mix and match rather than to build everything from scratch, just to see how the different ideas effect the battlefield. So, I'm going to dedicate myself to making small ideas for the project.
Here is the current batch of ideas:
- KARMA: Units get slower attack speed the more units they destroy. Balancing: The slow is proportional to the veterancy of the opponent's unit.
- SUPPLY LINES: Units consume resources passively. Bigger armies are more expensive. Balancing: The consumption is proportional to the amount of units controlled (because "logistics" are expensive, even for AI). This means that having one unit might give no resource drain and might even give a resource gain, even if it's a unit as expensive as a phantom. For fun, let's say that a glaive and a detrimen have zero "logistics power" consumption. The main tool for balance is altering numbers and changing cost dependencies.
- FAILSAVE: The game needs a way to protect the losing player from losing entirely. While there are ways to make a player immortal, the best idea I have is the ability to rebuild/revive commanders & the ability to give these commanders to other players, so that they could rebuild. This addition requires improved diplomacy too, with the ability to ally and to end alliances.
- SUPPLY LINES (alternative): Units start "bugging out" when there are too many units on the battlefield. While the vanilla game already slows down when there are too many units present, I wish to turn this bug into a feature and double down on it. Make it so that, in case there are too many units, these units might "clear queue" automatically, with bias against bigger opponents. This can give an advantage to smaller teams, and as a nice bonus, it can save processing power for the game engine.