I need to be careful, not to turn this in a tldr topic.
It regards my wargame on a hexagon board. It resembles RTS games. And a part of that is the placement of new structures and units on the board.
It happens at the end of a round. And there are certain rules to follow.
1. The new units/structures are placed as close as possible to the production facility.
2. The new can have a rally point. If the range of the facility is sufficient. They follow the rules of terrain. They cannot jump over ridges.
2a. They however, do can jump over other units and structures while they are normally in the way.
3. The new require sufficient production facilities. Example: a sniper is trained by 6 barracks. They all need to be within range.
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I am pondering about some of these rules.
One,
The jumping over other structures and units. This is not natural. While in many RTS games, you see this happening. Especially the old games. Where Warcraft 2 has them pop up at a range of +2 max. Dune 2 has a more cunning solution by having a carry-all fly in and pick the new produced unit out of the facility.
I don't want the Warcraft 2 solution.
I can't have the carry-all solution.
If I discard the popping up somewhere solution. Then bases need to be more spread out. This will result in having the need for bigger maps. I don't know.
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Two,
While it is natural for construction facilities to produce buildings at a certain distance. Just like in the more recent RTS games.
It is not for placing units.
Sure we can call these "rally points". But it just so happens that 0 range is most optimal in production rate. And 3 range is functional in pushing up an unit wall around a corner.
1 and 2 range have no real benefits. Again with the jumping over other entities. Only then would 1 and 2 range have benefits.
Also, having more range on production facilities would mean that you can spread out the risk and placement in a base. But 1 and 2 range are not really sufficient in this.
(
I think I will change the weight costs back from 4/3th to 6/5th. That way, 1 range is 120% costs or 87% production rate. Not 133% costs or 75% production rate.
The 200% or 50% turning point will be at range 5 instead of 3.
)
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To summarize the questions:
- Should I still allow units and structures to hop over other entities?
- Does 1 or 2 range have any benefit for the players that I have not yet thought of?
Further notices. I do have mobile construction facilities like SCV etc. But I like to have any RTS option open to my game :)
A construction yard with a range of 3 feels rather nostalgic.
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Who am I kidding. This post is too long. :(
Ok. To put it in very short context.
I need good reasons why players would choose a factory that puts out units at a range of 1 or 2.
Most factories have 0 or 3.
Factories that build up a base also have 2 to 3.
The most extreme thus far is 4.