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Bases
Stefan Hendriks edited this page Feb 13, 2015
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Goal:
- Relieve the player of the very minimalistic details of the base. Although when a player is viewing a base it can micro the base if he wants.
- Keep it interesting building/expanding. (unlike in TDD where at a certain point you generate so much income you become sort off invincible from then on)
Like Dune 2 and C&C: you can only build near other structures.
Since the maps will be huge, you might want to lay out a plan of a base. So you can 'place structures' however you see fit. A Construction Yard will build the base for you automatically given an amount of resources.
Bases are separate 'entities'. Ie like you have "Cities" in TTD you have "bases". You name them and they appear in a list. Each base has an own mini-economy. It has income (possibly due spice harvesting, or by giving it money on a monthly/timely basis?). A base has some general behaviors:
- auto repair structures after x% damage?
- auto build base plan (as said above)
You can give a base certain supplies every tick (time frame). Ie, every month a base receives X credits for above stuff.
Bases have their own mini economies:
- meaning they have their own 'water supplies' (??)
- they have their own spice production (and they will use some of that to generate credits to maintain the base, and they will give the rest to the Faction as a whole?)