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I miss building multiple factories

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Date Editor Before After
7/20/2019 11:00:42 PMAUrankAdmiralZeech before revert after revert
Before After
1 Maybe because it's something people have been thinking about but not annoyed enough to mention? 1 Maybe because it's something lots of people have been thinking about but not annoyed enough to mention? Multiple factories is a staple of the entire RTS genre, so maybe it's always bothered people a little bit, dunno.
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5 Anyways, I still think a lot of the discussion is unnecessarily complex. Having variable costs seems to produce all sorts of complexities and exploits when it comes to reclaim, HP etc. 5 Anyways, I still think a lot of the discussion is unnecessarily complex. Having variable costs seems to produce all sorts of complexities and exploits when it comes to reclaim, HP etc.
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8 I still think the Primary / Secondary mechanic is the simplest to understand. Or maybe a tech structure mechanic, which might be familiar to other RTS players: 8 I still think the Primary / Secondary mechanic is the simplest to understand. Or maybe a tech structure mechanic, which might be familiar to other RTS players:
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11 - Make a single new model & structure. It's called "Tech Centre" or "Tech Core" something like that. A small boxy datacentre looking sort of structure. It has some cables on one side, to visually attach to a factory. 11 - Make a single new model & structure. It's called "Tech Centre" or "Tech Core" something like that. A small boxy datacentre looking sort of structure. It has some cables on one side, to visually attach to a factory.
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13 - Factories cost 200. Centres cost 600. Centres have low HP. 13 - Factories cost 200. Centres cost 600. Centres have low HP.
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15 - Your initial free factory automatically has a Centre attached. 15 - Your initial free factory automatically has a Centre attached.
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17 - Otherwise, a Centre must be built attached to a factory. You can use the code for mexes for this - mexes autosnap to the nearest mex point, and do not let you construct if there are no mex points? (This feature should pop up an error message when this happens - "Must be built on metal." "Must be built next to factory." etc) 17 - Otherwise, a Centre must be built attached to a factory. You can use the code for mexes for this - mexes autosnap to the nearest mex point, and do not let you construct if there are no mex points? (This feature should pop up an error message when this happens - "Must be built on metal." "Must be built next to factory." etc)
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19 - After your first free factory, you can build factories of any kind independently from tech centres. To do a tech switch, you build a factory of the new type first, then a tech centre attached to it. 19 - After your first free factory, you can build factories of any kind independently from tech centres. To do a tech switch, you build a factory of the new type first, then a tech centre attached to it.
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21 - A factory with a Centre attached, unlocks the tech of that factory for your team. If there are no Centres, all the build options for factories of that tech are greyed out, clicking on them will result in a message, "Requires Tech Centre." 21 - A factory with a Centre attached, unlocks the tech of that factory for your team. If there are no Centres, all the build options for factories of that tech are greyed out, clicking on them will result in a message, "Requires Tech Centre."
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23 - (If you really must have the distance mechanic, then the influence of the Centre has a radius, beyond which factories do not benefit from the tech anymore, and need a new factory+centre built nearby. But I think we should just start with global tech and see if there's any problems that need this distance mechanic.) 23 - (If you really must have the distance mechanic, then the influence of the Centre has a radius, beyond which factories do not benefit from the tech anymore, and need a new factory+centre built nearby. But I think we should just start with global tech and see if there's any problems that need this distance mechanic.)