Fake Structures

If you have any suggestions or ideas about what you'd like to see in a future version of Lambda Wars, tell us about it here.
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Terminus Prime
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Fake Structures

Post by Terminus Prime » Sat Dec 13, 2008 2:05 am

This worked wonderfully with the GLA (yes, I know, another Generals reference). The concept is that you are able to build a non-functional false duplicate of another structure for a small fraction of the cost and build time required to construct its real counterpart. The false structure is initially meant as a decoy, but it can be upgraded later into a real one. The cost of the upgrade in resources and build time is equivalent to the difference between the price/build time of the real structure, and those of the fake structure. This has the effect of keeping players on their toes, as they can never be sure when a false structure has become a real one.

Obviously this would be a Rebel ability as it is far more in line with their flavour and the premise of guerrilla warfare.

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jimjim
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Re: Fake Structures

Post by jimjim » Sat Dec 13, 2008 2:25 am

+1

Vaun
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Re: Fake Structures

Post by Vaun » Sat Dec 13, 2008 3:29 am

Sounds good, but with the combine's power, it would just be strider singularity cannon target practice, since it can deploy troops to defend itself. Either that or they'd just have 1 troop stay and lob grenades at it for a minute or 2. Its good in theory, maby if bots were coded to react as if it was an immediate threat, but a player would just keep the bulk of his force moving, making it sort of useless to the rebels in MP, and SP when the player is the combine.
In war, theres always one who is not dedicated to one side, but against all.
He is the Angel of Death...

Terminus Prime
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Re: Fake Structures

Post by Terminus Prime » Sat Dec 13, 2008 4:02 am

You do realize that fake structures are durable enough to buy valuable time that can make all the difference in an engagement, and that your opponent cannot readily tell the difference between it and a real structure? Say you've got reinforcements coming in: the fact that your opponent wastes time destroying fake structures can mean that they arrive before any meaningful damage is done. Secondly, fake structures can be used to 'scout' areas at minimal cost as disposable outposts, much like farms and scout towers in Warcraft 3. It worked very well in Generals, and it will work here.

Vaun
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Re: Fake Structures

Post by Vaun » Sat Dec 13, 2008 4:25 am

So use large quantities of res building a fake base or just send out a recon type unit? Fake buildings cant produce units, so if theres no resistance, minimal attack force will stay (like 1 or 2 soldiers chucking grenades, or a strider cannon blast). You're trying to say they'll be a distraction, but are completely defenceless, and thus will be demolished in seconds. This sounds more like a waste of precious resources due to the lack of pros compared to the cons.

Pros: Can distract new/unobservant players.

Cons: cost for an extra target vs usefulness.
Takes time to build, even if its faster.
In war, theres always one who is not dedicated to one side, but against all.
He is the Angel of Death...

Terminus Prime
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Re: Fake Structures

Post by Terminus Prime » Sat Dec 13, 2008 7:52 am

So use large quantities of res building a fake base or just send out a recon type unit? Fake buildings cant produce units, so if theres no resistance, minimal attack force will stay (like 1 or 2 soldiers chucking grenades, or a strider cannon blast). You're trying to say they'll be a distraction, but are completely defenceless, and thus will be demolished in seconds. This sounds more like a waste of precious resources due to the lack of pros compared to the cons.

Pros: Can distract new/unobservant players.

Cons: cost for an extra target vs usefulness.
Takes time to build, even if its faster.
No. Firstly, these buildings are cheap; they are a tiny fraction of the cost in terms of resources and build time of their real equivalents, so they are quick and easy to set up, and are highly expendable. Secondly, you normally wouldn't build a whole fake base (though that is viable) so much as several fake structures alongside real ones in your HQ and resource expansions. The fact that they do not produce units will not necessarily give them away either, especially assuming you don't have your 'real' building produce units either. Further, not all fake structures are modeled after buildings that produce units. Thirdly, they are not defenseless in the likely event you have base defenses and/or units nearby, and like all buildings, will take more than a couple of seconds to destroy.

Of additional relevance is that a solitary fake building can be used as a spotting outpost for minimal resources that doesn't count towards the unit cap. If your opponent destroys it, no big loss, and they waste time. If they don't, you retain the recon it provides (as well as the possibility of a future forward unit producer). Lastly, buildings that are ignored because they've been 'identified' as fake can punish an overtly dismissive player given their ability to upgrade into their real counterparts.

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Re: Fake Structures

Post by Darksaint » Thu Dec 18, 2008 12:02 am

No. Firstly, these buildings are cheap; they are a tiny fraction of the cost in terms of resources and build time of their real equivalents, so they are quick and easy to set up, and are highly expendable. Secondly, you normally wouldn't build a whole fake base (though that is viable) so much as several fake structures alongside real ones in your HQ and resource expansions. The fact that they do not produce units will not necessarily give them away either, especially assuming you don't have your 'real' building produce units either. Further, not all fake structures are modeled after buildings that produce units. Thirdly, they are not defenseless in the likely event you have base defenses and/or units nearby, and like all buildings, will take more than a couple of seconds to destroy.

Of additional relevance is that a solitary fake building can be used as a spotting outpost for minimal resources that doesn't count towards the unit cap. If your opponent destroys it, no big loss, and they waste time. If they don't, you retain the recon it provides (as well as the possibility of a future forward unit producer). Lastly, buildings that are ignored because they've been 'identified' as fake can punish an overtly dismissive player given their ability to upgrade into their real counterparts.
I like that idea :)
If correctly incorporated into the game I believe it would be a great aspect
Last edited by HellSpawn on Thu Dec 18, 2008 3:51 am, edited 1 time in total.
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