Machinations is a real-time strategy game where you manage and direct swarms of ships to take over and destroy your enemies. Plan your attacks carefully to gain the the most tactically advantageous Nodes (space-stations which build and house your fleet). Upgrade your Nodes with defensive lasers or build shipyards to augment your fleet. Capture super-weapons to cut swathes through your enemies' fleet. Play against up to three AI players in frantic, randomised melees matches. Or complete the Campaign mode to help Admiral Sudo (your robotic commander) reclaim his lost empire.

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Station takeover results in loss of one upgrade (Games : Machinations : Forum : Feedback on design : Station takeover results in loss of one upgrade) Locked
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MilkFairy
MilkFairy Yoghurt enthusiast
Nov 10 2012 Anchor

Present in versions 0.0.1 and 0.0.2 .
Hooray, this is my first comment on the game design, rather than an outright issue report (or at least I think it is!) .

During gameplay, if a station has at least one upgrade and is taken over by an opponent, one of its upgrades is destroyed.
(NB: this does not apply to upgrades that are still under construction at the time of takeover.)

I'd be interested to hear the thoughts behind this functionality.
If two different opposing teams successfully simultaneously attack a fully-upgraded third team's station, it can change allegiance many times rapidly between the two attacking teams, resulting in the loss of all its upgrades.

A human player can manually destroy upgrades at their choosing, so the loss of upgrade seems to be a penalty of sorts for taking over a station.
Practically, if I destroyed a station, I'd expect there to be some collateral damage :)

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MilkFairy
Bippity-boppity-MOO!  :P

deller79
deller79 Graham Games Dev
Nov 15 2012 Anchor

The original idea was that it provided incentive to reinforce and keep stations. Hopefully making it a little less of a swipefest. I'm not clear though do you like the function?

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Tim
Obey the Green Man

MilkFairy
MilkFairy Yoghurt enthusiast
Nov 15 2012 Anchor

This was really more of a question asking why you designed it this way (which you've answered) .

There is the situation I described where, say a fully upgraded square station with 4 upgrades is under heavy attack by two teams, could rapidly change controlling team multiple times, resulting in the eventual winner owning a station with no upgrades for their hard-fought effort to take over a heavily upgraded base. This impact could be lessened by having a grace period, such that when a station is taken over, an upgrade isn't destroyed if the previous controlling team had controlled the station for less than N seconds.

In conclusion, I'm not hating this function and have no strong argument why it shouldn't be done... but it could possibly be improved for corner cases.

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MilkFairy
Bippity-boppity-MOO!  :P

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