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 Resource Distribution mod 
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Post Resource Distribution mod
This isn't really a request, pe se, as much as it is just "I have a neat idea." I think it would be pretty neat to see something similar to the Resource Distribution mod in Garry's Mod. Have a faction with structures/unit production that requires energy generation from generator structures. The generator structures power income and resources (like weapons and units).

Anyway, this is probably a dumb idea coupled with the existing money system, but I thought it couldn't hurt to throw it out there.


Sun Jan 17, 2010 1:52 am
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Post Re: Resource Distribution mod
But it doesn't make any sense, there are no "buildings" so there is no need for energy in the first place...

Perhaps I am misunderstanding you, if you would be so kind as to supply an example of how it would be used.


Sun Jan 17, 2010 3:43 am
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Loose Canon
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Post Re: Resource Distribution mod
For buildings that will be made once the mod is created. Such as turrets for base defense, teleporters, doors, med stations, weapon generators, LFOW's dummy factory (If it ever lives to see the light of day), quite a lot of things could use it actually. Someone already made a power system once, gimme a sec.

EDIT: Download link in this thread, links to main thread in first post.


Sun Jan 17, 2010 3:57 am
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Post Re: Resource Distribution mod
Well, it's not about just having an income generating structure. You have structures that require certain other structures up in order to be build or activated.

I guess a dumbed-down version of this would be implementing tech trees.


Sun Jan 17, 2010 3:59 am
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Post Re: Resource Distribution mod
YOU MUST CONSTRUCT ADDITIONAL PYLONS


Sun Jan 17, 2010 4:00 am
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Post Re: Resource Distribution mod
Toes from Europe wrote:
YOU MUST CONSTRUCT ADDITIONAL PYLONS

you must


Sun Jan 17, 2010 4:03 am
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Post Re: Resource Distribution mod
This would be a rather interesting mod to have. It will probably be a pain in the ass for anyone to make though.


Sun Jan 17, 2010 4:13 am
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Post Re: Resource Distribution mod
D'you mean something like this, but with a mroe complex set of systems?


Sun Jan 17, 2010 4:32 pm
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Post Re: Resource Distribution mod
Yeah, that would be the general idea. A system much more integrated into the function of a base. I think implementing a system like this in the game as a whole would also createa more strategic outlook for gameplay. I love run-and-gun in CC as much as the next guy but personally, it got old.

Something to revolutionize (or less theatrically, just change) gameplay would be nice. I figure something akin to a tech tree or infrastructure would be a start.


Sun Jan 17, 2010 4:49 pm
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Post Re: Resource Distribution mod
This doesn't sound too hard. If someone supplies the ini code and sprites and whatnot for the modules/weapons/actors then I can do the Lua.


Sun Jan 17, 2010 4:52 pm
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Loose Canon
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Post Re: Resource Distribution mod
411570N3 wrote:
D'you mean something like this, but with a mroe complex set of systems?

*coughFIVEPOSTSUPcough*


Sun Jan 17, 2010 5:33 pm
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Post Re: Resource Distribution mod
-_-"
Crap.
My bad.


Sun Jan 17, 2010 5:35 pm
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Post Re: Resource Distribution mod
You talk about tech trees. Do you mean like:

> Research Center : Researches Meta-material Engineering
>> Unlocks Meta-material Armour (MMA)

> Armoury : Constructs MMA
>> All troops on the field with the ability to utilize MMA are upgraded
OR
>> Troops able to use MMA will now be equipped with it when bought

Or am I still not getting this...


Sun Jan 17, 2010 6:02 pm
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Post Re: Resource Distribution mod
I like that idea, though for it to work you would need an annoying amount of sprites and gibs.


Sun Jan 17, 2010 6:40 pm
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Post Re: Resource Distribution mod
A lot of upgrades can be invisible. Like armour density upgrades.


Sun Jan 17, 2010 8:40 pm
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