General > Discussion

Implementation of bases

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PsyWarrior:
I agree that major changes to the base system should not be the number 1 priority right now. However, looking forward to V1.0 (which should for all intents and purposes be the 'finished' version - although few projects like this ever stop development), what would we like to see?

Right now, the base construction does the job (and TBH, the presence of base construction AT ALL already makes it better than the comercially released UFO: Aftershock / aftermath / WTH they are called). This doesn't mean that UFOAI can't be a little more ambitious than that, if it wanted to.

Let's talk a little about what needs to happen in the short term, then.

Firstly, something seems... wrong to me about the base. I think it's because it's at an angle. The screen is square, and as a result you have this square base at an angle with lots of empty, black, unbuildable space around it. Would it work better if it was straight-on, like in the original UFO games?

Secondly, I'm assuming we'll see a greater variety of structures since many of them use the same bitmap. Also, 'building under construction' images would be nice...

And how will power production / consumption work? Will UFOAI follow the Command and Conquer convention? I.e: Your first structure / first couple of structures will be self sustaining, certainly the Elevator should. Power plants are required to run at full efficiency. Base defenses will not function, and building / researching time will be extended when there is insufficient power.

OR will nothing at all work without power, meaning that your base will effectively be offline for 10 days (or however long it takes to construct a new power plant)?

Personally, I'd prefer the first one. Losing base defenses and suffering slowed production and research is enough punishment for not looking after your power consumption. Related to this, there needs to be a 'power meter' of some description so you can easily monitor the requirements of your base. A simple "Power Usage: 180/200" would do the job...

Agreed about the seperate topics / clutter thing.

-PsyW

[S|G]:

--- Quote from: "PsyWarrior" ---
Firstly, something seems... wrong to me about the base. I think it's because it's at an angle. The screen is square, and as a result you have this square base at an angle with lots of empty, black, unbuildable space around it. Would it work better if it was straight-on, like in the original UFO games?

--- End quote ---


Maybe you could add some unbuildable terrain around? Like make a wall or fence to delimitate the "buildable" area and fill the remaining space with random gadgets (ventilation tunnels, pipes going from one part of the base to another area, etc). That way you could still have the base at an angle and eliminate that weird black area.

PsyWarrior:
Yeah, good one S|G.

The problem with changing the angle of the base is that you'd have to remake all the existing images, which are taken at an angle... so filling the blank space would probably make the base look a little more right.

-PsyW

BTAxis:
I was under the impression that X-COM bases were underground.

Hoehrer:

--- Quote from: "BTAxis" ---I was under the impression that X-COM bases were underground.
--- End quote ---


Indeed they are (currently) completely underground ... so when referring to the "empty black space" around your placed builings you can call that earth ;)

Werner

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