Mechanized Assault & eXploration Reloaded



#1 Jan 09, 2012 4:54 pm
Nix Offline
Mitglied
Registered since: Dec 17, 2007
Posts: 26


Subject: Adding a "Support Cost" to units?
After a couple of MP games of MAXR, it seemed to me that it was quite easy to spam massive amounts of units, endlessly.

What would people think of an added "support cost" for units? It could be some fractional amount of materials/fuel/gold for each unit. I was also thinking it'd progress higher the bigger your list of vehicles grew. The support costs would be factored in the distribution calculations (or "Allocate" window as it was in original MAX).

Example:

Infantry support cost 0.1mat/0.1gold
Fighter 0.1mat/0.2fuel
Missile Crawler 0.2mat/0.1fuel

Player with 10 Infantry, 10 Fighters and 10 Missile Crawlers would pay = 4 (10x0.1+10x0.1+10x0.2) materials, 1 (10x0.1) gold and 3 (0.2x10+0.1x10) fuel support costs.

The costs can be tweaked of course. I was thinking this would add some thought to players unit building strategies and require some extra mining attempts to create a larger war machine.

This could also be used to mitigate the effect of "overpowered" units too, like adding support cost for Missile Launchers (0.2mat, 0.5fuel for example).

Also supply buildings (Depot, Hangar, Dock) could be made to consume fuel or materials too.

What do you think?
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#2 Jan 09, 2012 5:09 pm
beko beko Offline
Developer, Administrator
Registered since: Jun 04, 2004
Posts: 2,279


Subject: Re: Adding a "Support Cost" to units?
I think that you should play on smaller maps and don't focus in base building but "making war" and you'll see that every damn unit is valueable.
Bernd Kosmahl
"Sir, we are surrounded!" - "Great - we can attack in any direction."
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#3 Jan 09, 2012 5:15 pm
Nix Offline
Mitglied
Registered since: Dec 17, 2007
Posts: 26


Subject: Re: Adding a "Support Cost" to units?
I was thinking I'd get an answer like that, I'm on hardcore M.A.X. fan forums after all Wink

The support cost idea was actually more of my thoughts based on experiences on singleplayer games which are way different from MP games of course. I just got the feeling the idea could be implemented in MP too.

This kind of features could be added as MP host options, couldn't they (if I was about to create the code for it, of course Smiling )?
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#4 Jan 09, 2012 5:55 pm
beko beko Offline
Developer, Administrator
Registered since: Jun 04, 2004
Posts: 2,279


Subject: Re: Adding a "Support Cost" to units?
If you have a code snippet one might consider it. Until that I'm afraid there's not much chance for this. It's a non original feature wish and our resources on manpower are soooo damn precious :/ Don't take it personal please Smiling Feedback is still welcome.

Edited typos.
Bernd Kosmahl
"Sir, we are surrounded!" - "Great - we can attack in any direction."
This post has been edited 2 times. Last edit on Jan 09, 2012 5:56 pm by beko. ↑  ↓

#5 Jan 09, 2012 6:21 pm
Nix Offline
Mitglied
Registered since: Dec 17, 2007
Posts: 26


Subject: Re: Adding a "Support Cost" to units?
Quote by beko:
If you have a code snippet one might consider it. Until that I'm afraid there's not much chance for this. It's a non original feature wish and our resources on manpower are soooo damn precious :/ Don't take it personal please Smiling Feedback is still welcome.

Edited typos.

Well considering my coding skills I guess I'll rather just concentrate in trying to fix broken/missing stuff than start adding new stuff Smiling
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#6 Jan 09, 2012 6:50 pm
Sal Sal Offline
, G-Mod
Registered since: Jun 07, 2004
Posts: 1,525


Subject: Re: Adding a "Support Cost" to units?
Quote by Nix:
Quote by beko:
If you have a code snippet one might consider it. Until that I'm afraid there's not much chance for this. It's a non original feature wish and our resources on manpower are soooo damn precious :/ Don't take it personal please Smiling Feedback is still welcome.

Edited typos.

Well considering my coding skills I guess I'll rather just concentrate in trying to fix broken/missing stuff than start adding new stuff Smiling
Hi Nix,
I sincerely want to say that you work is very appreciated. I am not a coder, only a spectator in this very special community. People like you make my wish come true to play M.A.X. as it was intended. So, just thanks. I believe you will have no troubles to help our hard working maxr team.

sal
A.H.
- easy logic -
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#7 Jan 09, 2012 7:06 pm
fyzzo fyzzo Offline
Approved Member
Registered since: Sep 23, 2009
Posts: 281


Subject: Re: Adding a "Support Cost" to units?
I agree with Sal and beko as well. It's very nice, when someone new improves this great project Grinning
I think everything that brings big changes in the original MAX-Gaming could be added as a "mod" somewhere in the future by the actual modder then.
This post has been edited 1 times. Last edit on Jan 09, 2012 7:06 pm by fyzzo. ↑  ↓

#8 Jan 10, 2012 1:01 pm
xochipilli Offline
Approved Member
Registered since: Dec 29, 2009
Posts: 84


Subject: Re: Adding a "Support Cost" to units?
Unlike in most other games, in MAX there are allready support costs, 'cause you have to invest resources to reload, repair, upgrade etc.

Adding a support cost every turn just seems unnecessary, you could make repairing or reloading more expensive as an alternative.

You can also reduce the resource frequency and the amount of raw materials in your game settings to make every unit even more valuable Wink
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