Post by gingerbear on Sept 3, 2013 7:30:30 GMT -5
I know I already had a thread about the building system, but it had a different direction of the game heading, this musing tries to fit in more.
Core Concepts:
City Leveling
Right now cities require grid shards to level up, and also sufficient empty space around. Rob already played with the idea of leveling cities simply by clearing around, and I think that this idea in itself is indeed good: the process of leveling the towns wouldn't change much, except for eliminating the "boring" part of accumulating and disposing of grid shards.
There has to be some more to it, of course, so it doesn't feel too plain:
Building Tech Trees
Assuming the cities get different shapes, the different shapes could predefine what buildings are available to that city. For example the basic circle towns get round enemy nerfing facilities, the quadric towns get the quadrilateral enemy nerfs, and so on. Since the current color code for cities would be superflous on the map (as every city would be pink forever, since the moment they can grow and become blue they will do it immediately and turn back pink), alternatively this color code could be used to show the "type" of the city, if they remain the same boring circular ones. There should be "core" buildings too, available for building in every city.
City size could be also a constraint/condition in the building tree. Assuming buildings can be leveled up too (and imho they should, since right now just about everything can be leveled up), the upper limit of their level can be the city's current level. An example could be for conditions is the following: "small quadrilateral enemy nerfing facilities" can be built from city level 1+, mediums only from level 4+, while big ones from level 8+, so the city size matches the enemy size they can affect. In theory this sounds good, but I think the major problem is that the bigger a city gets, the less enemies there are to bother with, which makes some of the "late tech" buildings actually useless. This could be solved with preset structure packages, and the city size would only increase the number of slots available, but this idea still needs tweaking.
Constructing Buildings
The keyword is construction. I'm not a fan of "building by destroying", even though I admit it would work well in the case of the city levels. (Note that in that case it is not really an act of building, but more like freeing space for further building... similar to cutting out forests.)
Now, since grid shards will be removed, there should be still some sign of effort around that would make the players feel they are contributing. I think using specific items for building might have a lot of quirks, as it won't change the shards' tedious collecting nature, even worse, as these items would hog storage space.
So, what could be a viable (and possibly entertaining) solution? Make buildings as quest rewards:
Some Building Ideas
There have been many good ideas regarding buildings in several threads, here are some new ones to fit the current state:
Core Concepts:
- Remove the grid shards entirely.
- City level up by clearing around.
- Buildings are rewards/results of doing quests.
City Leveling
Right now cities require grid shards to level up, and also sufficient empty space around. Rob already played with the idea of leveling cities simply by clearing around, and I think that this idea in itself is indeed good: the process of leveling the towns wouldn't change much, except for eliminating the "boring" part of accumulating and disposing of grid shards.
There has to be some more to it, of course, so it doesn't feel too plain:
- Cities can grow in different shapes. We have circular cities right now, and although it's really easy to calculate with, it might get boring after a while, considering the variety of shapes the game already has. There could be cities that grow in triangular/hexagonal or quadric form, which would also mean that they would require different clearing patterns. Their icon on the map could also follow their shape, of course.
- Leveling up a city grants bonus XP as a reward. This would help in XP farming on tanks that are less frequently used.
Building Tech Trees
Assuming the cities get different shapes, the different shapes could predefine what buildings are available to that city. For example the basic circle towns get round enemy nerfing facilities, the quadric towns get the quadrilateral enemy nerfs, and so on. Since the current color code for cities would be superflous on the map (as every city would be pink forever, since the moment they can grow and become blue they will do it immediately and turn back pink), alternatively this color code could be used to show the "type" of the city, if they remain the same boring circular ones. There should be "core" buildings too, available for building in every city.
City size could be also a constraint/condition in the building tree. Assuming buildings can be leveled up too (and imho they should, since right now just about everything can be leveled up), the upper limit of their level can be the city's current level. An example could be for conditions is the following: "small quadrilateral enemy nerfing facilities" can be built from city level 1+, mediums only from level 4+, while big ones from level 8+, so the city size matches the enemy size they can affect. In theory this sounds good, but I think the major problem is that the bigger a city gets, the less enemies there are to bother with, which makes some of the "late tech" buildings actually useless. This could be solved with preset structure packages, and the city size would only increase the number of slots available, but this idea still needs tweaking.
Constructing Buildings
The keyword is construction. I'm not a fan of "building by destroying", even though I admit it would work well in the case of the city levels. (Note that in that case it is not really an act of building, but more like freeing space for further building... similar to cutting out forests.)
Now, since grid shards will be removed, there should be still some sign of effort around that would make the players feel they are contributing. I think using specific items for building might have a lot of quirks, as it won't change the shards' tedious collecting nature, even worse, as these items would hog storage space.
So, what could be a viable (and possibly entertaining) solution? Make buildings as quest rewards:
- Each city that reaches its first level would start out with a "Central Hub", that middle white spot. The players have to drive over it so they can open a new window, which lists the available buildings and the quests that have to be done to build them.
- Each building for each level would get a new, randomized task (so leveling up the same building wouldn't mean the same boring task on a harder grade).
- There would be also a progress bar to show the quest's progress. The players that are willing to participate have to sign up for a quest.
- Everyone who participates in a quest would recieve bonus XP once it is done and the building is built. There is no limit on how many people can apply for the same quest, but to avoid "quest farming", only those who have done at least 5% of a given task would count as participating. (Note that if they do an event together, for example the task is killing 30 drills, then upon killing a drill everyone around that spot would get +%)
- A player should be able to take up to a maximum of 10 quests at the same time, and I also think there should be a time limit on completion. The harder the task is, the more time there is to complete, and there might even be an on-time finish bonus to encourage doing the job fast.
- Quests completed / buildings built could be also featured on the top list. Moreover, aside from the XP gained, there could be an item reward every X buildings built, similar to the exploration / convoy drops, so those who are dedicated to be "citizens" would still be able to collect items on a slower rate.
Some Building Ideas
There have been many good ideas regarding buildings in several threads, here are some new ones to fit the current state:
- Comlink Extension: This building increases the distance one could make before being recalled. Leveling it up would increase the range too.
- Radar Station: This building increases the range in which the city can spot nearby convoys. At level 10/15 it could change into Route Control Station, which would see the entire convoy route that passes through the city. (These routes could be highlighted by a faint green glow on the map.)
- Transmorphing Hub: By default, changing tanks outside a city should be disabled. This building would lift this limit for the sector the city is in. Once built, the sector would get a small sign to notifiy players about this. (Could be in the description part only, to avoid icon clutter on zoom-out.)