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Posted: Mon Aug 28, 2006 3:19 pm
by NoSpin
Hmm... i like the realism of the non global warehouses. I see your point it is not a big use without it being global. How about workers are able to carry more resources when they pick it up from a warehouse (because the warehouse puts it in boxes or something). Lets say they can carry double the normal resources.

realism?

Posted: Wed Aug 30, 2006 9:19 pm
by Donkyhotay
NoSpin wrote:Hmm... i like the realism of the non global warehouses. I see your point it is not a big use without it being global. How about workers are able to carry more resources when they pick it up from a warehouse (because the warehouse puts it in boxes or something). Lets say they can carry double the normal resources.
Realism? Well, I guess compared to most RTS games it is more strategic. Allowing globs to carry double resources is certainly one idea however I prefer just having a global storage system.

Posted: Wed Sep 20, 2006 10:56 pm
by Zao
I agree that a global storage is easier to implement, but I like the idea of having non-global warehouses. Someone suggested that warehouses could build a special transport unit to get resources from one place to another.

That would add more logistics to the game. We'll be able to stop an enemy attacking by cutting off the supply line (at least on large maps). And that's something that is really missing in most RTS games.

Posted: Wed Sep 20, 2006 11:27 pm
by Giszmo
the more i think of it the more i like the idea of real transport. busy towns make up a big part of this game and by automatically assigning units to trollies full of goods .... we get the town busy without micro management.

Posted: Thu Sep 21, 2006 12:29 am
by Einarin
I've used markets that way, and being able to instantly transport resources way across the map is far less strategically significant.

Posted: Thu Sep 21, 2006 10:36 pm
by Donkyhotay
Zao wrote:I agree that a global storage is easier to implement, but I like the idea of having non-global warehouses. Someone suggested that warehouses could build a special transport unit to get resources from one place to another.

That would add more logistics to the game. We'll be able to stop an enemy attacking by cutting off the supply line (at least on large maps). And that's something that is really missing in most RTS games.
I've played RTS games that required supply lines. In my experience it just causes the players to end up migrating their bases closer to each other or the resources depending on how the supply system works.

Posted: Sat Sep 23, 2006 10:17 pm
by Elvish Pillager
We ALREADY have supply lines.

Posted: Sun Sep 24, 2006 12:27 pm
by Giszmo
Elvish Pillager said:
We ALREADY have supply lines.
Where would that be? I tried to play a 64x512 map and it was close to impossible to build and run very remote inns.

Posted: Sun Sep 24, 2006 10:25 pm
by Elvish Pillager
Giszmo wrote:Elvish Pillager said:
We ALREADY have supply lines.
Where would that be? I tried to play a 64x512 map and it was close to impossible to build and run very remote inns.
No, on a smaller scale.

Really large scale settlements have entirely different dynamics.