Started by Mr.H, May 04, 2012, 12:51:48 AM
Quote from: Lioncourt on July 22, 2012, 01:48:27 AMWhat about an anti-creeper magnet? Say it lasts a specific amount of time when sitting in creeper, can be fired by the cannon, wherever it lands in the creeper (or in creeper), the anti-creeper will use that as a "lets head there" signal, kinda like a magnet drawing the anti-creeper to it, or perhaps having a setting to "tell" the creeper which way to "crawl"...
Quote from: Mr.H on July 23, 2012, 01:54:45 AM1. Decayable terrain, just like in CW2 but then only in CW3's universe. I'm talking giving the creeper some good old limited terraforming abilities. Will make you think twice where you place your defenses.
Quote from: Wheatmidge on July 23, 2012, 12:35:16 PMQuote from: Mr.H on July 23, 2012, 01:54:45 AM1. Decayable terrain, just like in CW2 but then only in CW3's universe. I'm talking giving the creeper some good old limited terraforming abilities. Will make you think twice where you place your defenses.I think this would be brilliant, having creeper slowly gnawing away at your solid ground could be really fun.
Quote from: lurkily on August 08, 2012, 05:30:00 PMI like the idea of all terrain raised by terraforming being decayable. (Doesn't applied to lowered by terraforming, of course.) I would suggest that land terraformed to 'x' level retains the numbers while a Terrap is nearby, though. This way you can keep a terrap nearby and have it actively such energy to maintain your fortifications.Terrap repairs would have to be able to actually PREVENT the damage, because I suspect damaging terrain that had a unit on it would destroy the unit.
Quote from: hoodwink on August 13, 2012, 11:22:24 AMIf terraformers were only able to lay down decayable ground, but this ground could regenerate over time, would it balance things out.I do like the idea of terraformers repairing ground, and of ground eventually becoming undecayable, however.As for the farm/food ideas, I always thought that there were 10-20 people on the liberation ship in CW2, and everything else was robotic or automated. That could well change in CW3, but it doesn't seem to fit in my mind.Good luck with the idea engine you've got here.
Quote from: Nemoricus on August 16, 2012, 09:34:38 AM1. Yes please, as one more option for what to do with a power zone.2. Random terrain movements could get frustrating for the player, since they have no control over or ways to predict what will be destroyed and what won't.If you've ever played Total Annihilation's Rougpelt worlds, the ones where the planet suffered from heavy and random meteor bombardment, you'd understand the feeling.3. I'm going to reclassify this one as: Do interesting things with fields, please!4. I agree that the Creeper needs some form of AA, and an exclusion zone that units will not go in would be one way of doing that. The option to show either the mist or the outline is a good idea, too.6. Not really needed, since the Creeper already damages everything that lands inside it.