betty's oldies
Forum Expert
Want a StarCraft-like game where you have to expand more to get more resources? Want them to become non-renewable? Then this is for you!
Background information
In a typical eggwars map, every player island has at least 1 generator of each mineral (1 iron, 1 gold, 1 diamond). The middle of the map has more generators and at higher levels to encourage map control (and later transitions to camping).
Suggestion: limit resources at player islands
What if we have player generators tweaked to hold only a limited number of resources at the start of the map? Upgrading the player generators increases the rate that they produce minerals (as usual), but does not increase the amount of minerals remaining. Generators at mid are temporarily upgradable and infinitely produce materials (suggested by Unipotato; was capped at level 1 before). Upgrading mid generators allows then to produce at a rate equivalent to a max level generator until X (50-64 for diamonds, 100-128 for gold) amount of materials, after which it will revert back to its old state.
Here's a few examples of what player generators contain:
-Iron: Infinite (infinite suggested by 4hearts. Was 200 before)
-Gold: 100 gold bars
-Diamond: 50 diamonds
-Emerald: infinite emeralds, but capped at level 1 (only gen to have a level cap).
Frequent responses:
"Make them repairable!"
-Assuming a player has all 3 minerals available at his island, then that means he can still camp and he can repair them again when they break endlessly. This creates an infinite production loop--the same one the current eggwars has for its generators. The only exception would be iron for food and blocks. Also, what would be the point in limiting them when he can reserve just a few minerals to repair and get more? It'll effectively be the same as it is now if they're repairable after breaking but with an extra cost to keep generators up.
Example image:
Background information
In a typical eggwars map, every player island has at least 1 generator of each mineral (1 iron, 1 gold, 1 diamond). The middle of the map has more generators and at higher levels to encourage map control (and later transitions to camping).
Suggestion: limit resources at player islands
What if we have player generators tweaked to hold only a limited number of resources at the start of the map? Upgrading the player generators increases the rate that they produce minerals (as usual), but does not increase the amount of minerals remaining. Generators at mid are temporarily upgradable and infinitely produce materials (suggested by Unipotato; was capped at level 1 before). Upgrading mid generators allows then to produce at a rate equivalent to a max level generator until X (50-64 for diamonds, 100-128 for gold) amount of materials, after which it will revert back to its old state.
Sub-suggestion 1: Once a generator runs out of minerals, it turns red, forcing the player to expand to another island to gain more resources. The generator cannot be repaired and will not produce any more minerals. Example image shows this depleted generator in the middle of the 3 gens.
Sub-suggestion 2: Unlike sub-suggestion 1, a generator will produce 50% slower than its regular level 1 counterpart. So, if a diamond level 1 generator produces 1 diamond every 10 seconds, then a depleted diamond generator will produce 1 diamond every 20 seconds. Depleted generators cannot be repaired. Example image shows this depleted generator in the right of the 3 gens.
Here's a few examples of what player generators contain:
-Iron: Infinite (infinite suggested by 4hearts. Was 200 before)
-Gold: 100 gold bars
-Diamond: 50 diamonds
-Emerald: infinite emeralds, but capped at level 1 (only gen to have a level cap).
Frequent responses:
"Make them repairable!"
-Assuming a player has all 3 minerals available at his island, then that means he can still camp and he can repair them again when they break endlessly. This creates an infinite production loop--the same one the current eggwars has for its generators. The only exception would be iron for food and blocks. Also, what would be the point in limiting them when he can reserve just a few minerals to repair and get more? It'll effectively be the same as it is now if they're repairable after breaking but with an extra cost to keep generators up.
Example image:
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