Effective Building

Request new features or present your ideas.
Post Reply
User avatar
Ishq
Project Head
Posts: 1152
Joined: Tue Mar 06, 2012 8:32 pm UTC

Effective Building

Post by Ishq »

Good building is key in Unvanquished, but it is something that is difficult to quantify. How are some ways we can quantify good building?

Somethings that have previously been discussed are tracking stats of buildings and as a building gets more use as support structure, more damage inflicted as an offensive structure, and least damage taken as a crucial structure. We can further tie this in to Confidence as more "good" buildings get used, they will earn more confidence whereas bad buildings will just waste buildpoints.

User avatar
Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: Effective Building

Post by Viech »

Random response created because I misread you

First of all, I think the combination of resources and confidence can make building a lot more interesting. In Tremulous build points were really a threshold of how many buildings you can have on the map. You would usually use most of the BP inside your main base and spend a few on an aggressive forward (other playing styles were highly efficient in scrims but I seldomly observed them in public games).

Now you have a greater motivation to spread your base over the map. Building a forward will give you the tactical advantage (healing, ammunition, combat support), generate a significant amount of confidence (75% of a buildings confidence value, 100% if it's close to the enemy base) and let you generate more BP that you can use to rebuid/enhance your main base and generate even more confidence.

On the other hand, you would still want to keep all your forwards under control as they can easily boost your enemy on a higher stage if left undefended.

So effective building could mean that you try to balance these opposing goals based on your teams level of coordination and preference. I hope that will lead to more diversity in strategies!

Actual response

I'd keep it simple for now. Destroying a well placed / important building could earn you more confidence but I fear this will make the system rather intransparent. If we award good building as such we would open our system to some forms of cheating, such as intentionally hurting oneself and hopping on the medistation or mindlessly kamikaze-poisioning your enemy to boost your booster. That being sad I'm sure that if we introduce a measurement of the quality of a structure, we would find it handy at some point anyway.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

Post Reply