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CryoFall => Ideas and suggestions => Topic started by: Warbot on November 15, 2018, 05:15:48 PM

Title: An alternative to wall spamming
Post by: Warbot on November 15, 2018, 05:15:48 PM
So we all know wall spamming is ugly, and other games have more or less ...intuitive solutions to that (Salem splash damage, I'm looking at ya!).

So what needs to be done?
- reduce the number of possible walls (players will just do whatever is possible)
- balance raiding to compensate for that

How to do that:
I thought long and hard about that, and there might be better solutions, so if you have one, share it! ;)
The thing is that a certain amount of (construction) materials x should provide a certain protection y,
to keep that in balance, in a simple way to just remove the many walls in a first attempt, I propose this:
- devs need to chose (for instance) 3-5, meaning the space required from one wall to the next
- explosive damage range is increased to 3-5 (depending on the dev-chosen walls upgrade levels), this means that putting 1 wall every 3-5 tiles is equally effective as placing 3-5 walls behind each other
- make walls upgradeable in size (small/med/large for 3, some more for 4 or 5), per tier (wood/stone/brick)
- med and large walls (of the same tier) can be build upon small walls of that tier, large walls can be build upon small and med of the same tier
- med walls always cost twice as much as small walls (of the same tier) in total(!), and have twice the hp, no matter if you build small walls first and then upgrade, or build med wallls directly
(cost of building small walls then upgrade to med = cost of building med walls directly)
- large walls have 3 times hp and cost of small walls (of the same tier), otherwise same rules as above
-update chest/claim/... HPs, too, to compensate for the larger explosives range

So the implementation trick would be to make dynamic blueprints (bp), for instance med walls buildable on free space for full cost (one bp), or buildable upon a small wall of that tier for half the cost (different bp), and in the same way for large walls.
Meaning you have just one (for instance) "medium wooden wall" to select from the build menu, but depending on if you target a free tile or a tile with a small wooden wall, you will apply a different blueprint.

NOTE: Ingame notice if you try to build a wall tile next to (within 3-5, depending on what is chosen by the devs) another wall tile that already has "neighbours" in 2 other cardinal directions (thereby is part of an existing wall), you get a message explaining how that is a bad idea due to the (now more realistic) range of explosives.

One could do this even one step further and make upgrades possible between wall tiers, therefore the materials would need to be re-balanced so that neighbouring wall tiers share some materials, like, wooden and stone walls share wood and stone (for tiles and doors), and stone and brick share stone and clay/bricks, so you can "save" the already spent materials when upgrading.
This would meaning upgrading you wooden walls to stone or stone to brick is less expensive than removing the lower tier and building the higher, but still more expensive than just building the higher tier and skipping the lower tier altogether.

This would mean less wall tile spamming, and building up instead of wide, making it easy to start your walls small and upgrade later, making it unnecessary to add (many) more layers of walls later so you can just upgrade them and have much more space inside your base instead of having 80% of the tiles in your base be walls.



Ofc this is just an idea, so if someone has a better idea or a vital addition/change to this one, go share it! ;)