An expansion/overhaul mod of epic proportions, with entirely rebalanced gameplay, expanded factions, new gametypes, graphical overhauls, and five new factions; stealth-based Confederate Revolutionaries, tower defense-inspired Atomic Kingdom of China, economy-focused Mediterranean Syndicate, DotA-esque Order of the Talon and spammy Electrical Protectorate.

Forum Thread
by member
Mediterranean Syndicate resource system concern. (Mods : Red Alert 3 Paradox : Forum : Paradox Discussion : Mediterranean Syndicate resource system concern.) Locked
Thread Options
Jun 18 2012, 10:41pm Anchor

For starters, I love the idea of the Syndicate resource system- guarding Collector convoys as they move across the map for a fast, but risky profit.

I am just concerned that without some mechanics to encourage it, this system will not be possible.

If the reward per load is very high, players might simply build extra Headquarters closer to their expansion Ore Refineries.

If the reward is low, players might not bother with long trips anyway.

I propose two separate ideas to preserve the Syndicate system:

1. Code the Credits per Ore load reward to increase based on the distance between the Headquarters delivered to and the Ore Refinery.

This is probably not code-able, but a game called Age of Mythology* had a secondary Caravan resource system with this mechanic, and it seemed to work out well.

*(And possibly games before it.)

2. Limit each player to a maximum of one Headquarters.

This is a less elegant solution, but it would force players into using the long-distance convoy tactic by preventing them from using an extra Headquarters like other factions use Ore Refineries.

open_sketchbook Your Lord and Master
Jun 18 2012, 10:43pm Anchor

The original idea is that you simply cannot have additional headquarters and we're sticking to it until something goes wrong. I dunno if the first one even makes sense codewise.

Jun 18 2012, 10:48pm Anchor

It probably doesn't.

go123452 You don't wanna know
Jun 21 2012, 2:41am Anchor

How about this.

We make Syndicate collectors dirt cheap, like $350. This means you can run multiple collectors along the same supply line. Each collector collects the same amount of ore as a standard collector, but the increased distance doesnt matter if you are saturating the ore node anyway with multiple collectors. Sure you can build a frontal ore collection outpost, but then you are only saving the costs of say... 7 ore collectors, which is nowhere near the $5000 (at least) for a new HQ.

And for those late game long range runs in dangerous territory, we have the high-yield Medusa. Sure you can forward expand to maximise its runs, but then you are putting your HQ, a very costly structure, at substantial risk.

Edited by: go123452



open_sketchbook Your Lord and Master
Jun 21 2012, 3:03am Anchor

Indeed, Syndicate collectors are 500 a pop.

Jun 21 2012, 10:07pm Anchor

Just a question, is there going to be a factory that builds a construction lifter for the HQ. The reason I ask is that it would be a bummer for someone to get a commando or protocol strike to kill your HQ, and you wouldn't have a way to rebuild it. That would pretty much kill your game compared to losing say a Confederate or Allied MCV.



Jun 22 2012, 12:25am Anchor

I don't think any protocol combination is going to kill any central base structure on its own.

Still, a way to replace a lost HQ may make sense.

go123452 You don't wanna know
Jun 29 2012, 8:22am Anchor

Simple. A destroyed HQ leaves behind indestructible ruins that can be constructed back into a HQ for $. If you have no money, and cant sell enough buildings to make up the money needed, you lost anyway.



Reply to Thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.