Hello. Now, as the title suggests, let's figure out some interesting human building designs. Like the human weapon thread that precedes this, I'd like to start up a discussion on some new things to add to the game, in addition to adding to the background material of the project.
Unlike weapons, buildings are just immobile and generally passive structures, and in their case there aren't many stats to consider. Health, for the most part, is irrelevant. Here are some alternative things to consider in the case of stats for buildings:
If the structure is defensive, how does it attack?
What other functions does the structure perform?
How many build points are required, and at which stage can it be built?
Is there some interesting gimmick involved?
Does it affect the function of other structures in some way?
Likewise, balancing structures will be different than in the case of weapons. With structures, skill is involved in their placement, rather than their usage. However, some things must be kept in mind, particularly in the case of defensive structures. Remember that aliens need to be able to attack the human base, or else the humans will always win. Moderation is key. If your structure is able to automatically kill a dretch in a single hit from a distance, the game is going to become extremely boring for both sides, as some challenge has been taken away from the human team, and it isn't fair to the alien player.
Besides stats, try to think of the theme involved with your structure. Consider how it fits in with the other structures and their displayed level of technological advancement. Try to think of the following:
Is the building feasible? Can the technology behind it come into existence within the next few centuries?
Does the building perform in compliance with the laws of physics?
Can you justify your building's usage in a military environment?
Does the building have many visibly complex parts, requiring extra work in regards to its modeling and animation?
As you consider the functioning of your building, try to determine if another structure already does the same thing. It would be foolish to have multiple structures performing the same role, simply for the sake of having multiple structures. Likewise, it would be silly to have a new structure simply to justify the existence of something else. Each structure should be its own independent building, and should not simply exist to cause something else to make sense. However, the introduction of new battlefield roles may be interesting. Consider where the building will be placed, for example. Is it in the main base, or does it work better in an outpost?
Like the weapon design thread, remember that your building should be more than a brief sentence or two. The best ideas will come from the best effort. If you are capable of drawing things, then try making a concept sketch. If you can write things, then add in some story material. With every bit of detail added, your idea has a better chance of ultimately making it into the game.
To copy from the other thread, for this one to really take off, I'd like to give a suggestion. When you post an idea, try to give some honest criticism about the idea before your own. This wouldn't apply to the person posting the first idea or two, but afterwards, I'd like to see a discussion involved. Tell each other if your ideas are good or not, and if they suck, why they suck. It's fine to laugh, but don't flame each other.
Go!