Monday, April 16, 2012

Petition: Housing

OK, so it looks like Chris is looking into using housing as a resource in K&C. This is bad for lots of reasons, as imo, building houses not only steps on AOK, and Starcraft, but also put a dent into the epicness of a game. Furthermore, it is busywork! No one attacks houses like they do mexes, because they have high health, and are required to be cheap for the game work. It becomes busywork, or they become walls, like damn suppy depots in sc2.

Anyways, if you agree, sign, and email chris!|||/signed|||Very good point. /signed|||Epiphenomenon|||Unless CT & GPG can make something special about housing, like an additional use for houses, I'll sign this.|||I hate 'Age Of Real Estate'... /signed|||Make them able to be garrisoned and fortified.|||Or low health?|||Itd be cool to have subcommanders as the pop cap resource. And when you kill one, the pop cap goes down and any excess units will desert. The subcommanders give bonuses to units around them (and are strong in their own right) so you have them out in the field.|||AdmiralZeech|||AdmiralZeech|||But if we take away housing we have a giant castle and no kingdom to surround it. Something like a passive housing that builds up and expands as you have more units and things might be fun.|||Auto-housing graphics eye candy would be quite cool.|||GrayRainsFalling|||Meh, I actually kind of like the idea of building housing.|||what if houses were made exceedingly fragile, and did +100 pop. when built? there'd be less need to build lots of them (cutting down on the busywork), and since they add lots to the population cap, they'd be reasonably important targets.|||Maybe houses are only required for the largest units? Like the experimental/legendary units. So each house will support 1 Exp. By destroying a house, if the number of Exps is greater than the number of houses, then a number of Exps will begin to die until the number of Exps is within the amount supported. So 7 houses and 7 Exps. Destroy 1 house, 1 Exp will lose health and eventually die unless another house is built in time. Destroy 2 houses, 2 Exps start dying.|||X-cubed, let me show you why your idea is a bad one:
Houses cost 100 gold, and 100 stone (just to say), and take 15 seconds to build. Experimentals cost 1000 gold, and 1000 stone, and take 150 seconds to build. This means that the total cost of the experimental is 1100 gold, and 100 stone, taking 165 seconds to build. Why not just simplify it to that? Why do you have to add the busywork of making houses?
Now, it would be cool if destroying houses kills the units, but that makes them a bit too powerful. Furthermore, if they were hidden in the back of ones base, they would never be seen at all the kill.
I vote no.|||The only way houses could be interesting at all gameplaywise IMO is to force the player to defend them outside the base. They could be a requirement for the human races to mine from a resource location or something. Think of it like a Protoss pylon: The mine only produces resources if it is inside the radius of a house.
I'm not saying it's perfect but at least it is more than just busywork in the back of your base.|||UncertainCat|||I say that we just make houses useful, and not worry about all this automagic nonsense.|||Put archers on the houses so that they are a kind of weak pd.|||I support Col. Jessep's idea. Make it like a build radius expander. Or a Pylon equivalent. Human mines need workers (not shown in-game), so by taking down a house, all nearby mines/factories/whatever will cease to function or operate at lower capacity. And things cannot be built in that area or will build at a reduced rate, whichever is better for gameplay. After all, peasants don't move far from their homes. They, and people in general, like to work close to home.|||I can understand that some don't want to have houses.
But for me the map is empty without them, but whether they get built on their own or you have to do it yourself is of no importance to me.|||I think Epi. summed it up the best;
Epiphenomenon

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