Dysotopianism resource management in HL2Wars :-)

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.
Dr_evil288
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Dysotopianism resource management in HL2Wars :-)

Post by Dr_evil288 » Wed Jan 30, 2008 5:40 pm

Sorry for the big title but I thought it sounded good. Moving on, could the game use a more realistic type of reasorce collection? In classic RTS such as CnC, you simply had a harvester to give you Tiberium and power stations to give you power, (Duh). To fit the HL2 universe could it be possible to give very little 'disembodied' resources and make its collection an active task? For instance; lets say you have an engineer who can build structures. Could there not be a 'metal' count that has to be actively taken to create buildings or vehicles? Lets say that the physobjects scattered round the map are the metal resource, which could be picked up by engineers with gravity guns, (for Rebels)or by some kind of stalker type model for the Combine , taken back to the base and placed in the storage pit, (i.e big hole in ground by base). This has the dual purpose of not only stopping rushes, but making the players concentrated on building up a good set of resources and resource management styles, something that meshes well with the tech-tree, (coming soon, I believe).

Even citizens could become a form of resource, with encampments being sources of 'Manpower'. Rebels take citizens and train them up in a 'barracks' while Combine take citizens to menacing looking buildings which have a moving front, (Combine door style) with a set of these

(http://en.wikipedia.org/wiki/Image:Half ... devise.png).

Possible sounds from the Combine barracks are marching/military noises, with the electrical/mechanical drill type sounds,(Combine surgery+implants)and the odd scream thrown in for shits and giggles, (probably not the best turn of phrase I have ever used but there).

Power is quite a simple one to add with the Combine-energy-pellet-on-a-beam generator and the Rebel diesel generator that you see Vorts fire up from time to time.

For vehicles or explosives exploding barrels could be used as the 'Fuel' resource, transported in the same way as physobjects, (gravity gun/Stalker).

You like? You hate? You somewhere in between? Thoughts?

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Re: Dysotopianism resource management in HL2Wars :-)

Post by Chris » Wed Jan 30, 2008 6:42 pm

I would prefer some of the adjustments to the resource-gathering that you suggested, as long as they're kept simple and require very little micro-management. Basically, I would prefer HL2: Wars to have a resource-gathering system more similar to Command & Conquer than to that of Age of Empires (suggested here) or Company of Heroes (current).

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Re: Dysotopianism resource management in HL2Wars :-)

Post by Sandern » Wed Jan 30, 2008 7:25 pm

ok, so we should introduce tiberium?
Remember that the maps won't be as big as in age of empires, so multiple resources won't really work or it eats the complete playfield.
I don't mind changing to a resource system where you have to gather, but it should work too. Another possibility would be "mines" like in warcraft, where stalkers or engineers to walk between to gather it.

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Re: Dysotopianism resource management in HL2Wars :-)

Post by Chris » Wed Jan 30, 2008 7:46 pm

Sander wrote:ok, so we should introduce tiberium?
Remember that the maps won't be as big as in age of empires, so multiple resources won't really work or it eats the complete playfield.
I don't mind changing to a resource system where you have to gather, but it should work too. Another possibility would be "mines" like in warcraft, where stalkers or engineers to walk between to gather it.
:lol: Nah, I didn't mean Tiberium, although it would be awesome. What I mean is have a few designated resource areas (much like Tiberium fields) and a resource storage structure (like Tiberium Refineries) which produce resource-gathering units (like Tiberium Harvesters). And these units go out and gather resources automatically, so you don't have to worry about micro-management. All I'm saying is that I'd prefer some depth to resource gathering, but not so much so that it requires a lot of tedious micro-management.

Again, comes the problem of coding it, I'm not sure how difficult it would be to implement, so it's pretty much up in the air at the moment. :)

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Re: Dysotopianism resource management in HL2Wars :-)

Post by Dr_evil288 » Wed Jan 30, 2008 9:35 pm

I agree that there should be some kind of staple resource that both Combine and Rebels collect. Anyone like my Combine training idea? It took me about 3.5 mins to come up with that.

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Re: Dysotopianism resource management in HL2Wars :-)

Post by St3althPyr0_37 » Thu Jan 31, 2008 3:10 am

How about scrap, harvested from scrap piles?
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Re: Dysotopianism resource management in HL2Wars :-)

Post by Dr_evil288 » Thu Jan 31, 2008 2:19 pm

Something like that. The simple idea is that everything has a original source, so soldiers have to be created from ordinary citizens, power comes from a generator and metal for buildings n' stuff must be sourced and distributed.

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Re: Dysotopianism resource management in HL2Wars :-)

Post by Chris » Fri Feb 01, 2008 12:33 am

I like the scrap metal idea (could use some expanding on) and I love the power idea (Command & Conquer = greatest RTS ever) but I'm not really feeling the "civilians-used-as-manpower" idea. I feel that it would over-complicate something that needn't be over-complicated. I like clicking my Barracks and training a few Rebel Soldiers, I'd hate having to scout the map for civilians, escort them back to my base, and then finally enlist them, just so I can have a Rebel Soldier, which I could've had 5 minutes ago, at the click of a button. :P

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Re: Dysotopianism resource management in HL2Wars :-)

Post by St3althPyr0_37 » Fri Feb 01, 2008 2:20 am

I'm not really feeling the "civilians-used-as-manpower" idea
I think this was for missions more than for all gameplay.
I like the scrap metal idea (could use some expanding on)
How about a building that could process the scrap into different types of metal, so you set it to produce "heavy metal" or whatever and in produces the new resource. Various metals would be used for different units. Reinforced/Hardened Metal would be used for advanced and reinforced buildings, wood for cheaper ones, light metals for weapons, etc. The refinery would be a unique game mechanic, and make a good strategic target to sabotage or destroy during a raid, as it would greatly damage your opponent's economy.
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Re: Dysotopianism resource management in HL2Wars :-)

Post by Chris » Fri Feb 01, 2008 4:00 am

Sounds complicated. :|

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Re: Dysotopianism resource management in HL2Wars :-)

Post by HellSpawn » Fri Feb 01, 2008 5:58 am

Agreed, it's hard to find the right balance when dealing with resource collection, something like command and conquer is quite easy and requires very little management, i feel that it is too little management, i'm a fan of Homeworld and i loved that game's resource system (well, most of it, excluding the limited amount of resources), you can send your collectors and controllers out and they wouldn't need to be watched, but you needed to keep them adequately defended, since the enemy would target them instantly, even diverting ships that had completely different tasks, the point of this is that if we have to collect our resources, we might as well have to defend them.
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Re: Dysotopianism resource management in HL2Wars :-)

Post by Dr_evil288 » Fri Feb 01, 2008 10:15 am

I think I'm aiming towards a Dawn of War type gameplay style, with campaign being VERY longwinded, but quite intense, and multiplayer more quickly paced. I like the idea of having to hoard all resorces from indipendant sources, becuase it gives you a large range of possibilites for the use of each one. The citizen collection, for instance, could offer a whole new field of strategy to the game. The Combine could use uncaptured settlements as a Rebel roadblock by lauching headcrab canasters at the settlement, turning its ihabitents into zombies which would provide a distraction for oncoming rebel forces.

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Re: Dysotopianism resource management in HL2Wars :-)

Post by Chris » Sat Feb 02, 2008 2:56 am

HellSpawn wrote:Agreed, it's hard to find the right balance when dealing with resource collection, something like command and conquer is quite easy and requires very little management, i feel that it is too little management, i'm a fan of Homeworld and i loved that game's resource system (well, most of it, excluding the limited amount of resources), you can send your collectors and controllers out and they wouldn't need to be watched, but you needed to keep them adequately defended, since the enemy would target them instantly, even diverting ships that had completely different tasks, the point of this is that if we have to collect our resources, we might as well have to defend them.
That's exactly how it works in Command & Conquer, if not more so than it does in Homeworld. :? All I'm saying is: multple resources = bad. One resource, similar to money, but something a little more original = good. The less micro-management we have to apply to the tedious tasks (collecting resources,) the more we can apply to the fun, more important tasks. (Combat; this includes attacking the enemy resource-gatherer, as well as defending your own, as you mentioned.)
Last edited by Chris on Tue Feb 05, 2008 9:44 pm, edited 1 time in total.

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Re: Dysotopianism resource management in HL2Wars :-)

Post by Sandern » Mon Feb 04, 2008 8:21 am

Multiple resources work good in AoE games. But multiple resources won't work in this mod because of the scale.

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Re: Dysotopianism resource management in HL2Wars :-)

Post by aceacs123 » Thu Feb 07, 2008 5:47 pm

St3althPyr0_37 wrote:How about scrap, harvested from scrap piles?
i like it but it needs some thing to make it less easy to run out like this
For vehicles or explosives exploding barrels could be used as the 'Fuel' resource, transported in the same way as physobjects, (gravity gun/Stalker).

how about and useing the grav gun to just take more scrap from a destroyed object like when a choper blows up have it drop 4/5 of its scrap cost where it died
Even citizens could become a form of resource, with encampments being sources of 'Manpower'. Rebels take citizens and train them up in a 'barracks' while Combine take citizens to menacing looking buildings which have a moving front
im with the manpower as a resource idea with some changes no barrackses instead
what if all rebels start as civs no wepons (or maybe a pistle only) then in the same way you click on a grenade you can buy him/her skill sets and wepons, or just have them pick up fallen wepons
me

here is how i see this resouce working. both sides have man power resouce spawning building> rebels: "lambda underground railroads", combine: "processing plant" you get more men quicker for each powered of these building you have. the processing plant and lambda underground railroad hold this resource until deployed when deploying combine you chose how they are armed. combine take more time but after cost come fully armed. rebels come quicker but need to be armed seperately vorts come from this biuilding as well but must be built taking more time like combine

here is more of what im getting at http://hl2wars.hlrse.net/forum/viewtopic.php?f=3&t=107on abilities and upgrades alone
please read for more of this line of thincking
Power is quite a simple one to add with the Combine-energy-pellet-on-a-beam generator and the Rebel diesel generator that you see Vorts fire up from time to time.
yes and give the vorts a special abbility to boost the power output

How about a building that could process the scrap into different types of metal, so you set it to produce "heavy metal" or whatever and in produces the new resource. Various metals would be used for different units. Reinforced/Hardened Metal would be used for advanced and reinforced buildings, wood for cheaper ones, light metals for weapons, etc. The refinery would be a unique game mechanic, and make a good strategic target to sabotage or destroy during a raid, as it would greatly damage your opponent's economy.
i thinck this dosent add much and complicates with out bennifits just have a building for refining scrap not changeing it to other types of scrap and have anouther building to build the object
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