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Re: [glob2-devel] turn clearing area into paving area


From: Kai Antweiler
Subject: Re: [glob2-devel] turn clearing area into paving area
Date: Sat, 26 Aug 2006 20:10:35 +0200
User-agent: Gnus/5.1002 (Gnus v5.10.2) XEmacs/21.4 (Constant Variable, linux)

> Clearing areas don't work.

True!


> turn them into paving areas.
> paving areas will get cleared if needed
> paving a square costs only time
> paving areas request one worker per unpaved square
> paved areas can be walked on
> paved areas can be built on

I'd propose only you should be allowed to build on it.
It would be frustrating if you want to construct a pool,
and then your opponent puts a wall construction site on your pavement.


> paved areas block ressources
> paved areas give no speed bonus
> paved areas can be unpaved
> paved areas look discreet like in the pic attached (brown)

Or paint it in the color of the team that paved it.


> paving areas look something like in the pic attached (yellow)
> paving/unpaving is done with area tools and not with a 1x1 building
>
> With these paving areas we could modify construction and upgrading to be
> more realistic and handy by:
> 1st make the area into a paving area
> 2nd when completely paved make it forbidden
> 3rd turn it into a 0.8.21 construction site
>
> This would be more realistic as it would not be possible to block enemy
> units/ressources without actually having a glob that walks there.
> Additionaly a construction site would not be visible or attackable by
> the opponent.
>
> Construction would be more easy to use as it would allow to
> place/upgrade buildings not caring about clearable ressources what is
> micro management now.


That sounds so good, but:
since clearing areas don't work (well), paving areas won't either.
Can this be improved by giving paving areas higher priority, or
are there difficult bugs that cause the uselessness of clearing areas?
-- 
Kai Antweiler





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