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Wall building - hub build radius
Topic Started: May 22 2008, 11:18 AM (82 Views)
[=T=] HawK
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Got the video showing wall building fix.

I like that the wall hubs create their own build radius, it takes care of the problem of not being able to build walls around power plants etc. If wall building doesn't work properly then it won't get used as I have found. The good thing about adding a build radius as well is that you can add defensive structures to the areas around the hubs which is a big plus.

The cons are that maybe it can be exploited and walls built straight out from a base. I'm sure some people would criticize it for that reason but tactically I don't see that it would really give them any real advantage and would in reality be just waste time and money doing that. If it's really a problem then maybe you can cap the number of wall hubs that could be made or increase the build time and cost, but personally I wouldn't do that because of the very few that might complain or play like that.

Overall I think it'll work great like this.
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[=T=] HawK
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How about adding a repair drone to each wall hub? That way your walls get repaired and you don't have to micro manage the repair of walls which isn't exactly fun.
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[=T=] Desecrator
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If I put a repair drones on the wall hubs are you still wanting AA on the hubs?
If you still want them I will have to replace then hubs with the appropriate AA weapon. The walls won’t look as fancy without the hubs.
What should the cost of a wall hub be with a repair drone? They are 150 at the moment.
The drones will repair buildings and defenses as well as the walls.
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[=T=] HawK
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Quote:
 
are you still wanting AA on the hubs?


I think that for the sake of appearance we should not put AA as wall hubs (mainly due to the Nod hub problem). Maybe AA could come with other buildings like airfields?

Quote:
 
What should the cost of a wall hub be with a repair drone? They are 150 at the moment.


Additional cost for repair drones on hubs....hmm. The hubs mustn't get too expensive or the walls wont get used. Do we need to increase the cost? It's really just a modern wall.
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[=T=] HawK
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I like the way that the walls work now but I find that I don't use them as much as I would like because I really need them early game, and money is tight early game. I keep trying to come up with an idea to solve that but none has really come to me yet.

We make the walls relatively expensive to stop spamming them, but that also seems to discourage their use.

It would be nice if walls were a good early game option compared to building defensive turrets etc. due to cost and power advantages.

I know you've worked a lot on the build radius option for each wall hub but was there no way of only allowing walls to be built from a large build radius from Conyards and outposts? That way we could make wall hubs much cheaper and during early game stages players could make walls when their refineries and harvesters etc are being built and their economy is getting started.
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[=T=] Desecrator
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Maybe we put a limit on the wall hubs, e.g. 12, and make them cost 100 and the wall segments 50.
You could still creep with them, if you just build and sell, but it would take longer.
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[=T=] HawK
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A watchtower costs 600 and a Guardian Cannon costs 1200. Total = 1800

12 wall hubs at 100 = 1200
with 11 wall sections at 50 = 550
Total = 1750

If I had to spend 1800 early game I would go for the watchtower and guardian cannon and not the walls. I just think that the walls should be a fraction of that cost because using cost to limit the spam factor is limiting their use too much rather than just keeping things in check.

Are there any other options? I mean can one structure have different attributes that allows it to be built further away from a conyard or outpost, or are all buildings affected under a global setting?

Would a simple solution be to increase the build radius for conyards and outposts and then reduce the wall cost drastically and remove it's own build radius ability?
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[=T=] HawK
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How about making the first dozen or so wall hubs free, then after that they cost money? That way they get used early game but don't get spammed. I'm not sure if it's possible to set something to be free or pre-built, but thought I'd throw it out there.
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[=T=] Desecrator
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What i was thinking is to remove the repair drones from the hubs, make the wall segments (the straight pieces) free and make the 6 instead of 4 and make the wall hubs $100 and a limit of 12.
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[=T=] HawK
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I'm still not sure. The perfect time for wall building is when you have that one refinery built and a war factory. You're out of money and just sitting waiting for a second harvester to be built. It'll be 3-5 minutes before you have any real money coming in and then you'll be spending it on a command post / operations center. It just seems to be an ideal time to be building walls but the cost of the walls means you can't.

I would miss the repair drones :(
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[=T=] HawK
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I may have come up with a simple solution to the wall issue.

The main problem with wall building (when wall hubs don't have their own build radii) is that you can build a wall a short distance and then you reach an area like the area next to a power station and that structure doesn't have a large build radius, and therefore you can't build around it.

Your clever solution Descrator was to give each wall hub it's own build radius. However the downside was that we were then worried about walls being walked into enemy bases and then defensive structures being dropped inside the build radius to harrass the enemy. The solution to that problem was to make the walls expensive and discourage spamming. The only problem with that solution was that wall building overall was discouraged, especially early game when there is the most time and need to build walls.

So we need walls to be cheap so that they are utilised in the game but not spammable. Therefore why not remove the wall hub build radii and increase the build radius of all buildings, especially structures that seems to have ridiculously small radii (power plants etc.). Also give Conyards, outposts and cranes a much bigger build radius. Now we will have the ability to build walls anywhere within our base area or outpost areas but not spam the walls into enemy bases and the walls if given a decent cost ($25?) will be used early game.
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[=T=] Desecrator
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Probably the easiest way to do it.
Maybe make the build radius 460 instead of 360.
Will test it.
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[=T=] HawK
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Cool. I was reading a forum relating to the TW Advanced mod and the modder was saying that making walls too cheap allowed defending players to build walls around attacking units. There always seems to be a downside to the walls but if someone decides to defend in this way I say good luck to them!
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