Multi-story buildings - rts

Started by
19 comments, last by Paul Cunningham 23 years, 7 months ago
Just had an interesting thought. How would it be if you could place buildings on top of each other in an rts? The upside would be more room which would probably lead to a tighter packed better defence strategies. The downside would be that you could lose a lot in one go if your enemies broke your defenses. Any other thoughts? I love Game Design and it loves me back. Our Goal is "Fun"!
Advertisement
Two ways I think would work :

1. Make it possible for smaller buildings to be put on top, but not larger ones ... a sort of pyramid system. Problem is though if the lower level is attack it attacks the structural integrity of all levels, but if the top one is attacked, then only that one suffers.

2. Make it so that there are enveloping structures, ie you build a barracks, and then an enhanced barracks which acts as a protective dome. Then if the enhanced one is destroyed, you still have the standard barracks available.

Modifying your idea : A state in the tech tree makes it possible to develop subterranean facilities ... sub-level 1, sub-level 2, etc. Then if the base is destroyed, the facilities cannot be used until the top access structure is rebuilt.

-------------------------------------------------
Mindphuq Software : "Who do you want to do today?"
"NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ..." -- Merrick
I think this might work good with houses, you could build a skyscraper! What morfe said makes sense, if the bottom is attacked, then the rest suffers. Kinda like jenga, you don''t want to take out the bottom block if it is the only one holding the rest up!

Maybe it could be limited to stacking similar buildings, for example, military buildings could stack up, and commercial buildings could stack.
This seem cool.

Here one more thing to add : Cannons, let the player place canons on the top of the tower, more the tower is hight more the cannon can shot farther (add a minimum range).

Try to the the same with vision!


I''ve got to admit, i was thinking along the same lines morfe here with the pyramid idea. Every building has a maximum amount of buildings that can be placed on top of each other. Some buildings could hold 4 or 5 while others can''t hold any. I like the idea of extending the range of cannons if they''re placed atop a building, maybe improving their accuracy would be a better idea though?!

It could also be done so that if the bottom structure is damaged then you have to rip it down and rebuild it, possibly at a cost as well (time included).

Another idea i''m having atm is the ability to join building together to make them more powerful or have a formula system. Where as : if you join a cannon atop a barracks you get bonus X, and if you join a cannon atop a machine shop you get bonus Y etc etc. So you could have hundreds of different bonus making for a larger variety of styles of play. I could rave on tonnes of examples of this like if you put a barracks atop a machine shop then your soldiers naturally get body implants, if you put food holder atop a barracks then you don''t need as many food holders because they are more effiecent now etc etc..

I love Game Design and it loves me back.

Our Goal is "Fun"!
How about having the buildings linking together in a network fashion, allowing them to share resources and reduce power consumption?

Or, like X-COM (or even the offices of Hitchhiker''s Guide to the Galaxy) - have a base structure (ie the stereotypical construction yard) and add structures out and up to create a MegaPlex that can produce all units from a single location.

Merrick

-------------------------------------------------
Mindphuq Software : "Who do you want to do today?"
"NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ..." -- Merrick
Morfe, sorry to ask but can you elaborate on that for me please. I''m not quite getting it yet.

I love Game Design and it loves me back.

Our Goal is "Fun"!
The first bit :

Have it so that structures placed together are linked together, and lose less resources together than they would individually. Eg building 1 & 2 linked together use 10 power, instead of 6 each of they were separate.

Second :

Have a base building like a construction yard. Then each new "building" attaches to the side and creates a larger single building. Instead of having different buildings for different units, all units can be produced simultaneously from that one structure. As the tech tree progresses, each new level, goes on top of the last level. Eg, barracks is at ground level, advanced barracks is the first floor, the cybernetics lab is second floor and so on...

Merrick

-------------------------------------------------
"Children come to us in a state of purity and perfection from the great undifferentiated absolute and then, like everything else on this planet, we fuck them up."
"NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ..." -- Merrick
I like that concept morfe, if you know of a card game called illuminati (by Steve Jackson) then you''ll also see a relation to the theory you''ve propose. I''ve got to admit that the idea of connecting parts has occured to me. You could also do it with military vessels as well. How about the idea of having buildings that can change there functionality during the game, like transformers but in the building sence. I dunno.

Personally i think the big thing missing in rts''s is the exploitation of the 3D terrain. All rts''s are still very much living in the 2D world when it comes to manipulating the terrain. This is probably the real issue behind this thread i guess.

I love Game Design and it loves me back.

Our Goal is "Fun"!
Two things sprang to mind when I read the last post :

1. Warzone 2100 made real use of the 3D aspect for its''''s flying units. They weren''t just at a fixed height, they could go up and down a lot.

2. Consider this as well ... building structures to take advantage of natural defences, ie building your structures up against a cliff, into a mountain or into a valley.

-------------------------------------------------
"Children come to us in a state of purity and perfection from the great undifferentiated absolute and then, like everything else on this planet, we fuck them up."
"NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ..." -- Merrick

This topic is closed to new replies.

Advertisement