That "everything made of workers" is not a good idea. Other players would hunt workers like hell, and "robot" players would have a hard time keeping their economies running and their workers production up to their need.
I don't want to draw this out, but would it? Because in comparison, you have no other reason to spend your resources if everything was built out of workers, so you'd immediately be building way more workers than anyone else. Besides the fact that that is already a major objective of the game, to destroy the enemy workers... thus you wouldn't have to keep your economy running, because you're building units to mine resources and some to build, you could even make them separate units, but that seems against the concept of the idea of this race being versatile. Overall I'm saying that yes, if buildings still cost, and workers were equally flimsy in combat as a normal drone then of course you'll get arse whooped every time. However, introduce stuff like, making them a little tougher to represent the greater value as whole?
Anyways, I dunno how much I can contribute to this whole thing, I'm fairly new, I was just browsing this and the idea came to me :-P, hence I hadn't really realised the basic units hadn't been boiled down.
I think that having all your workers turn into the building is a bit too zerg-like.
I guess so, I mean yeah the zerg style helped me think of it.
But I figured it'd be different, because you wouldn't have a timer to build, it'll wait indefinitely until you have the appropriate amount of builders, hence, if needs be you could instantaneously produce a building, or wait until you've built extra workers?
Consume Build - The building consumes a type of unit to make progress in building, so it would take say 20 of this one type of unit to actually complete the building, those units would be no more but at the end of it there would be a complete building.
I have one idea that came to mind, not sure if it has already been mentioned but I didn't see it in the document.
How about, workers 'assimilate' themselves into the buildings (much like transformers), basically the same way drones are used in Zerg, however. If you send more workers to help with the building, they assimilate themselves into the building and speed up the build time.
Even this (and this is coming to me as I talk now), all buildings require a certain number of workers.
Say, from the command centre, you place a blueprint for free (or maybe gas depending on the structure). You then send workers to get assimilated, and for example, a mineral extraction building (as mentioned above) would require one worker, and a barracks would require 5... and that's it's progress. Sort of like, buildings' cost and time to build is measured in workers.
I figure you could use the load and unload function in the data editor, and when you are fully loaded it activates an ability to morph into the relevant building? (this could also apply to building units, even possibly the idea that units are built like structures, and again, require a certain number of workers to be loaded into the unit before it is functional, this also gives you a salvage option where you can unload the workers and lose the unit (maybe at a loss of one or two workers)
This could then lead to the concept of everything in the race boils down tiny identical robots working as a unison to form something greater.
And addressing the concept of upgrade focussed race, how about upgrades cost only gas, and units and buildings cost only minerals?
Methinks this could help with scouting them, so if you see they have a gas mine, they're clearly going a expensive units with upgrades build, or no gas, clearly more cheap units build?
Just a couple of thoughts I had :-)
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I don't want to draw this out, but would it? Because in comparison, you have no other reason to spend your resources if everything was built out of workers, so you'd immediately be building way more workers than anyone else. Besides the fact that that is already a major objective of the game, to destroy the enemy workers... thus you wouldn't have to keep your economy running, because you're building units to mine resources and some to build, you could even make them separate units, but that seems against the concept of the idea of this race being versatile. Overall I'm saying that yes, if buildings still cost, and workers were equally flimsy in combat as a normal drone then of course you'll get arse whooped every time. However, introduce stuff like, making them a little tougher to represent the greater value as whole?
Anyways, I dunno how much I can contribute to this whole thing, I'm fairly new, I was just browsing this and the idea came to me :-P, hence I hadn't really realised the basic units hadn't been boiled down.
I guess so, I mean yeah the zerg style helped me think of it.
But I figured it'd be different, because you wouldn't have a timer to build, it'll wait indefinitely until you have the appropriate amount of builders, hence, if needs be you could instantaneously produce a building, or wait until you've built extra workers?
WDE?
addition
Eh... arse...
I have one idea that came to mind, not sure if it has already been mentioned but I didn't see it in the document.
How about, workers 'assimilate' themselves into the buildings (much like transformers), basically the same way drones are used in Zerg, however. If you send more workers to help with the building, they assimilate themselves into the building and speed up the build time.
Even this (and this is coming to me as I talk now), all buildings require a certain number of workers.
Say, from the command centre, you place a blueprint for free (or maybe gas depending on the structure). You then send workers to get assimilated, and for example, a mineral extraction building (as mentioned above) would require one worker, and a barracks would require 5... and that's it's progress. Sort of like, buildings' cost and time to build is measured in workers.
I figure you could use the load and unload function in the data editor, and when you are fully loaded it activates an ability to morph into the relevant building? (this could also apply to building units, even possibly the idea that units are built like structures, and again, require a certain number of workers to be loaded into the unit before it is functional, this also gives you a salvage option where you can unload the workers and lose the unit (maybe at a loss of one or two workers)
This could then lead to the concept of everything in the race boils down tiny identical robots working as a unison to form something greater.
And addressing the concept of upgrade focussed race, how about upgrades cost only gas, and units and buildings cost only minerals?
Methinks this could help with scouting them, so if you see they have a gas mine, they're clearly going a expensive units with upgrades build, or no gas, clearly more cheap units build?
Just a couple of thoughts I had :-)