The long and the short of it is, for units to regenerate Energy in my mod (and Energy is used like ammo for many units' attacks) they have to receive it from a Power Node (kind of like a Night Elf Moonwell, only they can't be built or destroyed). Power Nodes generate Energy when Powered by a Generator (like a Pylon) and players gain ownership of Power Nodes and Generators via a Control Node.
Control Nodes work like Xel'Naga watchtowers. You stand next to it, and instead of conferring vision it gives you ownership of one of the map's Generator/Power Node 'bases.' Unlike Watchtowers, Control Nodes prioritize ownership of the player who first moved a unit next to it, until all of that player's units are dead or leave the area.
If no player is standing next to a Control Node, ALL structures in the associated 'base' default to neutral. This is to allow players to fight over the map's base locations.
Energy is intended to be a scarce resource, as are Power Nodes. You can only build (most) buildings on Power Nodes, and if a Power Node has a building on it, it won't provide Energy to units. This way, as you fill up a base with buildings, it becomes increasingly difficult to keep units charged up with Energy. Players will have to expand, not just to get more Energy for their units, but to be able to build all of their tech structures.
Now, the one part of this I'm not 100% sure of is the Control Node... For balance and pacing reasons, I don't want Power Nodes to generate Energy unless they're Powered and owned by a player. I'm having trouble getting those requirements to work, and this got my thinking about the Control Node and what it represents.
I've been thinking about simplifying the system. Instead of having the player capture a Control Node before 'owning' the base, I'd just have the player build a Generator near a set of Power Nodes (probably have a preexisting slot for the Generator so you can only build it in a certain location) which would power them up and allow them to start making Energy for your units.
What are your thoughts? Do you think it seems more interesting to have the ability to steal your enemy's base from them, or do you like it better as a simpler system, where you just build a Generator, and get control of the base location?
Link to full description, but I'm going to post relevant sections below: http://waywardstrategist.com/2016/02/05/some-thoughts-about-the-power-system-in-remnants/
The long and the short of it is, for units to regenerate Energy in my mod (and Energy is used like ammo for many units' attacks) they have to receive it from a Power Node (kind of like a Night Elf Moonwell, only they can't be built or destroyed). Power Nodes generate Energy when Powered by a Generator (like a Pylon) and players gain ownership of Power Nodes and Generators via a Control Node.
Control Nodes work like Xel'Naga watchtowers. You stand next to it, and instead of conferring vision it gives you ownership of one of the map's Generator/Power Node 'bases.' Unlike Watchtowers, Control Nodes prioritize ownership of the player who first moved a unit next to it, until all of that player's units are dead or leave the area.
If no player is standing next to a Control Node, ALL structures in the associated 'base' default to neutral. This is to allow players to fight over the map's base locations.
Energy is intended to be a scarce resource, as are Power Nodes. You can only build (most) buildings on Power Nodes, and if a Power Node has a building on it, it won't provide Energy to units. This way, as you fill up a base with buildings, it becomes increasingly difficult to keep units charged up with Energy. Players will have to expand, not just to get more Energy for their units, but to be able to build all of their tech structures.
Now, the one part of this I'm not 100% sure of is the Control Node... For balance and pacing reasons, I don't want Power Nodes to generate Energy unless they're Powered and owned by a player. I'm having trouble getting those requirements to work, and this got my thinking about the Control Node and what it represents.
I've been thinking about simplifying the system. Instead of having the player capture a Control Node before 'owning' the base, I'd just have the player build a Generator near a set of Power Nodes (probably have a preexisting slot for the Generator so you can only build it in a certain location) which would power them up and allow them to start making Energy for your units.
What are your thoughts? Do you think it seems more interesting to have the ability to steal your enemy's base from them, or do you like it better as a simpler system, where you just build a Generator, and get control of the base location?
As I said, more details in the link (http://waywardstrategist.com/2016/02/05/some-thoughts-about-the-power-system-in-remnants/)
My current project: SCRAP (Scavenge, Collect, Reclaim, Attack, Prevail)