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Posted 01 July 2012 - 11:04 PM
Posted 01 July 2012 - 11:46 PM
Posted 01 July 2012 - 11:58 PM
When I read your post I could have sworn that you were describing the Settlers series. I really enjoyed those games (Settlers 2 in particular). If you haven't played them yet, I highly recommend that you check them out; pretty much everything that you mentioned in your post is in there! One of the main differences I can see is that in Settlers you need to build and upgrade supply routes to/from buildings in order for resources to get around.
You can get Settlers 2 for 10 bucks or so at gog.com.
Posted 02 July 2012 - 01:20 PM
Posted 07 July 2012 - 11:15 PM
Posted 07 July 2012 - 11:57 PM
I've been reading posts on here every day for the last couple weeks, but haven't actually posted myself or created an account until now. I was thinking of exactly this same topic for the last half hour or so and then stumbled on your post. I had to create my account and reply. Great topic! I think adding another a level of resource management and control to a game opens the door to a lot of different possibilities like AltarofScience mentioned, but finding that sweet spot between adding a fun level of complexity and creating too much micromanagement could be tough.
Its all about your target audience. Casual gamers would probably not be interested in a game where an enemy can totally cut off your supplies.
Also, if you're talking about a multi-player environment and you allow users to interrupt supply lines, you'll have to consider how to do this without allowing them to completely choke off their resources to the point it is no longer fun (i.e. griefing). At least, these are some of the thoughts that had crossed my mind. Should resources travel to their destination in a vulnerable transport or just magically appear at their destination after a given period of time? Maybe you're envisioning a system where there are so many transports and materials that it wouldn't be possible for other player (or AI) units to completely stop the flow of resources...
Well for my personal game its single player only, I think the AI would be less effective and focusing on ruining supply lines. Player on player wise, if someone is in such a position that they can take control of your supply lines sufficiently enough to prevent all resource access to your settlements, its safe to say they probably outplayed you. Part of the game would be making the right choice on how much to defend your supply lines vs spending resources to attack enemy settlements or build structures or w/e else you wanna do. Its all about making proper choices.
Anyhow, I personally am a fan of your idea of resource management if it's implemented in a way that you're not micromanaging every aspect of their transport and some few amount of resources can reach their destination more often than not.
Part of my personal goal is to reduce military micro like they have in SC and WC. So I also want to reduce economy micro too. If you have a high level of macro decision making micro can only suck up important time. How much micro you allow is pretty much up to you. I wanted road management so I set up resource movement as separate. Games like stronghold and emperor had one or more, usually less than 3, totally automated units associated with each structure.
You could push farther in my direction with player options to control units, or be even more automated.
In my particular system units that move resources are created in a special building, or just at a house structure and assigned a storage facility and a production facility by the player after creation. They can be reassigned at any time. Each unit can be upgraded with things like carts, and gets a speed boost on roads, which you can also upgrade.
That is a game specific feature though, the engine supports a variety of methods and maintains the ability to do the typical warcraft style resource system of the original Glest engine.
I think my reply may have been influenced a bit more by my own particular situation than exactly what you're describing, but I hope it was at least somewhat helpful.
Posted 08 July 2012 - 11:01 AM
Edited by Mratthew, 08 July 2012 - 11:01 AM.
Posted 08 July 2012 - 11:01 AM
Posted 08 July 2012 - 12:56 PM
Posted 09 July 2012 - 02:13 AM
Omae Wa Mou Shindeiru
Posted 09 July 2012 - 02:40 AM
Posted 13 July 2012 - 12:00 AM