Advertisement

Locking doors, controlling space in "dungeons"

Started by July 14, 2005 06:44 PM
9 comments, last by Wavinator 19 years, 7 months ago
By the way, thanks for the great level ideas, guys. I really like the power tradeoff for magnetic locks and other automated defense ideas.

How crazy do you guys think construction inside the level should get?

For instance, how well would you deal with:

* You've got a cooridor that periodicially floods with enemies and you want to set down a maser turret, but the nearest power outlet is around the corner. So you order an NPC to wire it to the nearest ally-controlled socket (in your controlled space).

* The specialist actually physically runs armored cabling on the ground and connects it to a jack, taking up a limited resource.

* The armored cables, however, can be destroyed.

* A specialist can also open a jack on a wall, at a time / resource cost, creating a new power source. But there's a load limit, so you can only connect so much to a wall.

(Or mabye keep it simple, you can connect it to a wall, but only so many within a level given a power limit per sector of the level? Probably would save polys on drawing floor cabling)




What about moving large groups through a level, btw? Let's say you've got a bunch of bots moving supply containers. You definitely don't want to click each, and probably don't want to wait for them all to waddle through.

So maybe you should be able to look at the floor and click "establish camp" or "stock camp" from a menu? You would only be able to do this if you had an untroubled route to the nearest supply camp, otherwise it would say something like "interdicted."

The stocking would happen invisibly, after a time delay based on the number of bots you've drawn? (Not sure about this, as you might want to do something else in that time)
--------------------Just waiting for the mothership...

This topic is closed to new replies.

Advertisement