Subject:
A Fuel based game mechanic?
Description:
I know fuel inn RTS or any games usually seen as unnecessary and a hindrance, however it's still an aspect of real life , and could provide C&C with another resource.
So theoretically you would no longer pay for the actual units in a "uncle Sam" style game in which you would be given free units on a regular basis, or kinda like cc4.
However now, since the units and structures you are given are essentially free, but you harvest fuel which as fuel should, determine how far your units can move.
Furthermore a power system based on fuel requires a distribution method.
So instead of harvesting money u harvest fuel which determine how far and how powerful your units are.
So in theory you could give a single unit All your fuel and it would become an uber unit in all stat areas for as long as the fuel lasted. The longer you used this unit, the more fuel you burn, and the unit becomes weaker over time.
Units and structures without fuel will need to shut down, until more fuel is distributed to them.
The actual harvesting of fuel would need to be more efficient then the use of the method of harvesting.
Come to think of it, this could have worked for C&C4 and brought an actual economy of sorts to the game, each crystal would give fuel..........
Pros:
-a new type of game mode to explore
-able to make units as powerful as you want (for durations)
-Able to research as fast as u like as long as u use a lot of fuel.
-discourages spam and forces players to plan out their strategies.
Cons:
-could be really annoying
-demands constant vigilance over everything.
-significantly change objectives of the game.......
A Fuel based game mechanic?
Description:
I know fuel inn RTS or any games usually seen as unnecessary and a hindrance, however it's still an aspect of real life , and could provide C&C with another resource.
So theoretically you would no longer pay for the actual units in a "uncle Sam" style game in which you would be given free units on a regular basis, or kinda like cc4.
However now, since the units and structures you are given are essentially free, but you harvest fuel which as fuel should, determine how far your units can move.
Furthermore a power system based on fuel requires a distribution method.
So instead of harvesting money u harvest fuel which determine how far and how powerful your units are.
So in theory you could give a single unit All your fuel and it would become an uber unit in all stat areas for as long as the fuel lasted. The longer you used this unit, the more fuel you burn, and the unit becomes weaker over time.
Units and structures without fuel will need to shut down, until more fuel is distributed to them.
The actual harvesting of fuel would need to be more efficient then the use of the method of harvesting.
Come to think of it, this could have worked for C&C4 and brought an actual economy of sorts to the game, each crystal would give fuel..........
Pros:
-a new type of game mode to explore
-able to make units as powerful as you want (for durations)
-Able to research as fast as u like as long as u use a lot of fuel.
-discourages spam and forces players to plan out their strategies.
Cons:
-could be really annoying
-demands constant vigilance over everything.
-significantly change objectives of the game.......
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