Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Ancient Island
Ancient Island
Jul 1 2009, 6:40 pm
By: Saox  

Jul 1 2009, 6:40 pm Saox Post #1



Hi!

I started working on my old map from 2006 which i wanted to finish. I changed hell a lot on that one, the only thing im testing it for now is game ballance, but that is not what i want to discuss in this thread.

Basicly, the player chooses one of the three available races, each race has its disatvantages and advantages, new stats, names, prices etc, everything has been adjusted to be completely new.

My problem is the money system. Only the basic units cost minerals, other things cost also gas, and the only way to acumulate gas(tech points which you can distribute) is to kill. 2000 pts =1 gas. Apart from the 7 human players, there is one computer player that walks on the map and which feeds you, or even enters your base from the backdoor.

That was for a quick background, the map has many features which i wont discuss here, i will post the finished project later, but i want to change the money system(the gas is fine i think).

The player gets x minerals per y time. Each player can build max 6 gold mines, and of course the more you have, the more you will get. The timer is aprox 1,5 sec. Unfortunetly i do not like this system because its not progressive. Once you get 6 mines(and you can get them early in the game) you do not have to worry about this part of your economy. Classic mining is out of the game, and kills=cash is too hard to ballance. Any suggestions?



None.

Jul 1 2009, 7:48 pm pigy-G Post #2



Make mines more exspensive or allow more of them? Maybe advanced mines produce faster wealth? Or goldmines can only be built in certain spots.

Post has been edited 1 time(s), last time on Jul 1 2009, 8:58 pm by pigy-G.



None.

Jul 14 2009, 7:00 am Hugel Post #3



Each additional mine costs more to make, longer to build, gives more minerals per/second.
This will allow you to progressively increase the minerals.

example:

1 mine = 1 mineral/second w/ 1 sec build time
2 mines = 2 mineral/second w/ 2 sec build time
3 mines = 4 mineral/second w/ 4 sec build time
4 mines = 8 mineral/second w/ 8 sec build time

Something like that.



None.

Jul 17 2009, 4:53 am Saox Post #4



Hugel, that is exactly what my map has, but that system is not good and it does not solve the economical imballance on the map. I need more suggestions.



None.

Jul 17 2009, 1:29 pm ForTheSwarm Post #5



Make gold mines occasionally "run out". Then they will stop giving income, and the player will need to build another.



None.

Jul 17 2009, 10:13 pm darksnow Post #6



or a goldmine could "collapse" and you lose all your workers and you'd have to build another one at a different location



None.

Jul 18 2009, 4:59 am Saox Post #7



Thats not a good one, cause each player already has its set location, the space between players is filled with randomly roaming computer units that spawn every here and there. I know it is difficult to come up with something that is reasonable, thats why Im posting a thread here on SEN, with hope that someone will give me a helping hand :)



None.

Jul 18 2009, 9:10 pm darksnow Post #8



if all the goldmine locations are already set, make it so that once the goldmine collapses, a player would have to spend money to get rid of all the rubble, then rebuild.



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