After a week of being chased by some tough, tough bugs (state machines, matrix math, don’t ask…) I decided to pluck a strawberry, so to speak, and see how it tasted. I put in a version of CW1/CW3 style collectors to test how they would work. Now, they are different in that they don’t insta-deploy. They fill out their soylent area over time. That has some interesting game play consequences.
Anyway, here’s a couple screen shots. One of an empire being born, and the other of imminent death as two mice gnaw at the vine.
Awesome Virgil! Keep’em coming, we love to see this stuff!
“Soylent”?
You know, the green field from CW1 and CW3
It’s made of people!
Hey, I got that reference.
hmm, could be a good “segue” so to say. Start off the game utilizing the “old” collector system, before realizing that we need better power production… then bring in the solar collectors!
virgilw, take a look at this comment. I don’t know if it should be this way or the other way round, but it sounds pretty good. Or maybe even have both system and change it depending on… whatever. Some kind of tech choice? Upgrade tree? Different factions?
Awesome!
Is that a microrift I see?
Why yes it is…
Now, shouldn’t all the portals have an opening facing upwards? a sort of drain, if you will…
😀 😀
Hang on… Microrifts fro CW2 era are in the game. That’s interesting. I wonder if they’re going to stay, or if they’re just placeholders until you code up a different system (e.g. guppies).
Also, what happens to a collector’s soylent/mire if it’s destroyed? Do the collectors reinforce each other when creating their mire (e.g. PF omnis) or do they just independently work at creating zones of collection?
hey can we get a demo and what time…. oh yeah hey heve a good time
I actually really like the idea of separating of collectors from the network backbone, though I wonder if this muddies their relative roles too much.
I also noticed that collectors can project their green zone across valleys, which they couldn’t before… oversight, or trying out something new?
errrr, I meant their relative roles re: reactors/panels, if such things are to be.
Microrifts suggest a time before the Creeper used them… if they stay in, which they are as likely not to. Also, I’m guessing pylons are relays? And if, like you mentioned, connections are made in 3-D distance, it might be cool to have relays still effective between each other, but less effective than towers with everything else. Finally, there’s just something classic about the one-two cannon-mortar combo. They have endured much between the three games, and are still back for more.
interesting. so the collector deploys and you don’t get energy back right away. do you get shown the AoE for the collectors so you can efficiently set them up?