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Report RSS The Future of Producing Units in a Real-time Strategy game.

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The process has mostly, if not always, been a single file build queue that produce one unit at a time, and I find it boring, inefficient, and redundant. So I've concocted a new order of production called "Economic Dedication". This is where there are in fact a multiple of build queue inside a structure that actually contribute their effort when they are not building another unit.

For instance, when you, the player, wish to only make two tanks in the tank-making-thing and there are actually six queues, or assembly lines, the unused four will dedicate themselves to those first, two and increase production speed. Now that seems a lot less frustrating doesn't it?

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