
What about being able to lock carry heavy resources (rocks, gold, ore, wood(?)) in place with an additional metal as construction cost?
That could actually be the solution for the question how we were going to integrate castle stuff and I think it's a very clonky one, too.
The idea is basically that the player can place blocks and construct the castle walls manually. The idea itself is a very old one, but now we could smoothly integrate it into gameplay with the carry heavy resources.

Not only would it integrate with existing base stuff like the doors and triggers we have (because, face it: thick-wall-style castle were cooler anyway - a lot of scenario designers in CR already used material instead of castle parts to create unique and interesting structures), but imo it would also integrate better with the damage system we currently have (=explosives) - you could attack parts of walls with good visual feedback, could make walls stronger or weaker at will and extent your castle as necessary.
A few years ago we already discussed the castle stuff and I remember the suggestion that it should be possible to create castle walls with different materials that differ in strength (wood vs. stone). We would get that for free, too! You could either decide to construct your castle from carry-heavy wood or from carry-heavy rock. Oh, and the really cool guys obviously only build their castles out of pure gold.
And the best part: even though I actually see it as an improvement over the old CR-castle-wall system, it would be in fact faster to implement.
That would be the era of really clonky castles.

Comments?
I hereby license the file BoulderMockup1.jpg under the CC-BY license
I hereby license the file BoulderMockup2.jpg under the CC-BY license

You have a ban on posting +1's until the carry heavy branch is finished, and merged with the controls and master branches!

*until you do something useful again that's banworthy for!

For castles, I'd like something with background walls that really looks like a structure.
Also, I fear for all scenario obstacles that depend on players not being able to construct endless ladders with rock and metal.

>I don't like these wall structures floating in the air without any support
You mean, like dug-out trees? Or skylands! Or buildings on small pieces of loam or metal.




>Also, I fear for all scenario obstacles that depend on players not being able to construct endless ladders with rock and metal.
Same for loam and metal then? Or blimps or catapults or.. *shrug*


.. if I can afford metal for an endless ladder into the sky, I could also just build it out of metal bridges..

> I can probably also spare 6 wood and 1 metal for a catapult!
But you can't construct it for lack of construction plans. But if these rocks are also plan dependent (like Sven suggested), that's all right.

>Also, I fear for all scenario obstacles that depend on players not being able to construct endless ladders with rock and metal.
Why would they depend on that?



Just like in Last Will: After passing an obstacle, you get the next one, have a dialogue with the NPC and start working on your task. You don't sit down at the beginning and start stacking rocks in a gigantic diagonal line through the map. Or to have a more recent, OC example: Dark Castle. The scenario is designed to climb your way up through the castle. With these stack rocks you can make your way up to the boss in no time, compared to fighting through the castle.
And it is not a sophisticated industry we're talking about here. It's rocks and metal. You'll get plenty of rocks from the first few blasts of a game and need only one building to get all the metal you wish for.



Preferably, this should be solved by good map design (e.g. in this case: Limit the amount of available rocks) and most construction plans should be activated.
However, this is not always possible (e.g. in this case: Rock is also needed for other buildings/items). So the option to disable certain strategies needs to be there just to help designers add some variety to their scenarios.
Having rock structure building dependent on a construction plan also opens the possibility to add this plan as a story element to allow progression in a scenario.

>Having rock structure building dependent on a construction plan also opens the possibility to add this plan as a story element to allow progression in a scenario.
Building the stuff normally with a hammer (and construction plans) was the idea all along anyway


>Also, I fear for all scenario obstacles that depend on players not being able to construct endless ladders with rock and metal.
Actually there is a solution: Apply some physics to those "bricks".
so you can't build like this:
_
/ \
|__|
/
/
/
|
The bricks should collapse, and we are fine from such abuse. This also gives some reason to build a "real wall" (as in background material): It is less fragile.
Also for melees this could be an interesting things to dynamite-box-kill the base-brick of a construction :)


Landscape blocks "falling down" if they aren't attached to solid or tunnel isn't something that would be completely impossible to do, but it would be a relatively big engine change.


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