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  #51  
06-27-2006, 09:46 PM
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magic9mushroom
Sleg
 
: Apr 2006
: Australia
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magic9mushroom  (20)

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1. Yes
2. The 'resources' are converted into Moolah. They were added to give a sense of variety into the game. After all, it's very unlikely the Industrialists would use the exact same resources the Natives did.
3. I decided this early, and stuck with it. Hey, Empire Earth had 16(!) ages, 17 if you count the expansion pack.
BTW, I'm still working out the neutrals (Clakkerz, unallied Grubbs, SLF members) not to mention the Conquest mode and campaign. So stay tuned!
Some more little queries...
IMHO, resources turning into Moolah would fit for the industrialists, but not the natives. After all, the industrials are really a franchise, with the useful stuff they collect being sent back to base in exchange for the things the franchise needs. I had the same idea, but hadn't thought of using Moolah. Second, do you plan to have detector units, as otherwise invisible units are indestructible? Third, you have introduced a lot of species that OWI has not created yet, and though they are imaginative, I think that they can be filled by others eg Vykker medics, and the tech tree needs a LOT of simplifying.

More ideas...
I am thinking of running the industrial unit production somewhat like the Zerg in SC with a breeding Facility/HQ spawning spontaneously Captives and Crawling Sligs, which are then equipped with weapons/tools/whatever else for Moolah to become units. As buildings are built, the Facility would spawn different types of creatures that are then made into "proper" units. However the robotic units would probably be made at their own building. Generally, as I see it, the Industrials should have more powerful, but more expensive, units as the Natives use simpler materials. Possible resources for Natives: Food(includes water), Wood(for buildings), Spooce(special/powerful units). Bones should maybe be in Graveyards that has to have a Bone Mine built on it(like Vespene Gas in SC) to be harvested, but then again it all turns into Moolah. The industral things of value(ie that turn into Moolah) could be bone, food, ore(after all, factories are mostly made of metal). About factories appearing out of thin air like Slaveless suggested, the way I was thinking factories have to be staffed, so one Scrub might build it, but you'd have to load a lot of Muds into it before it would do anything. And there would of course be intermediate stages of construction shown. Back to the Scrub thingy, this would mean that Industrialist Scrubs would be cheaper than Native Labourers, as more are needed, but this is only fair. The Meetle larvae is a good thought, Maybe you'd have to send scouts to capture the larvae, which you would then control, and load them into buildings to make Meetle units.


Sorry for such a ramble, but it's some ideas.

EDIT: Yes Patrick, Outlaws/Clakkers would be a good idea, but I reckon they should be controllable, as an RTS with only two civs gets boring. I'll work on it. And Wildlife as Native allies is a good idea. BTW, why only a native campaign? There has to be an industrial campaign, too.
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Last edited by magic9mushroom; 06-27-2006 at 09:59 PM..
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