One level below/above ground.

Started by billerinstinct, June 13, 2014, 03:30:44 PM

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billerinstinct

I'm not sure if this is easy/cheap or if its too much work but it would be a great way of increasing the game difficulty but also the life of the colony.

Summary level above:

Positive effects for players:
One level above ground would be great for watchtowers, green areas instead of hydropondics, dropzones, watergathering, longer field of view (if fog of war), stationary defences and so on. Bigger colonies.

Negative for player:
Raiders can land on roof.



Summary level below ground:

Positive effects for player:
Incitament to continue with the same colony, more minerals and metal below ground, bigger colonies, watergathering maybe and so on.

Negative effects of digging below ground:
Raiders can dig under walls and attack from below, raiders can "meet" you while you dig, other threats might be lurking about, big ants and such.

Would be a nice addition to the game but I completely respect the work behind something like this so it might not be something that is duable.

GrimTrigger

I like the concepts behind your suggestions, I think its been said before that he doesnt intend on adding a Z axis, so I unfortunately dont see it making its way into the game :/

At the very least I would like to see a watchtower structure be implemented, the animation to 'get into' the tower would slow the character down, and when they are 'up in the tower' the occupant would have a bonus to accuracy, increased range, decreased chance to be hit and in the case of fog of war, increased sight.

On the flip side of that, another 'structure' that is 2/1 block in size that could be perceived as a 'trench', again, slow to get in or out of, but increased defense, better accuracy but the same, if not slightly shorter firing range.  The only thing would be building a length of trench, it would be a standard movement pace within the confines of the 'trench' until the character is moved outside of the trench space.
example:

Example block size:
O
O

Length of Trench:
OOOOOO
OOOOOO

Anyway, hope this makes sense, and hope at the very least this is something that could be done along the lines of the OP's thought process

Ninja Viking

O fu*k, I hate stuff like ants, spiders or any kind of insect. Thats not to say it would be a great thing to add. (I know spiders isn't a insect but I still hate them.)

Untrustedlife

Quote from: Ninja Viking on June 13, 2014, 07:15:30 PM
O fu*k, I hate stuff like ants, spiders or any kind of insect. Thats not to say it would be a great thing to add. (I know spiders isn't a insect but I still hate them.)


Z levels are not planned, however digging is (You will be able to dig out ancient ruins and stuff) (Of course the ancient ruins can contain large amounts of FUN, or an unstoppable world destroying force... but you will be able to do it) (Tynan is awesome that way)
So dwarf fortress in space eh?
I love it.
I love it so much.
Please keep it that way.


Hey Guys, Here is the first succession Game of rim world for your reading Pleasure, it is in progress right now

LINK

billerinstinct

Thank you, thats what I mean, +/- one level.

johntiger

Quote from: GrimTrigger on June 13, 2014, 06:23:28 PM
I like the concepts behind your suggestions, I think its been said before that he doesnt intend on adding a Z axis, so I unfortunately dont see it making its way into the game :/

At the very least I would like to see a watchtower structure be implemented, the animation to 'get into' the tower would slow the character down, and when they are 'up in the tower' the occupant would have a bonus to accuracy, increased range, decreased chance to be hit and in the case of fog of war, increased sight.

On the flip side of that, another 'structure' that is 2/1 block in size that could be perceived as a 'trench', again, slow to get in or out of, but increased defense, better accuracy but the same, if not slightly shorter firing range.  The only thing would be building a length of trench, it would be a standard movement pace within the confines of the 'trench' until the character is moved outside of the trench space.
example:

Example block size:
O
O

Length of Trench:
OOOOOO
OOOOOO

Anyway, hope this makes sense, and hope at the very least this is something that could be done along the lines of the OP's thought process

I approve this. Z axis would work if the game is fully isometric. Have anybody played a 2D real time strategy game where you have to flip between top and bottom in order to direct your pawns?