The Factory

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The Factory

Postby aybraus » Thu Oct 16, 2008 3:04 pm

FEEDBACK PLEASE

The factory is a place where anything with a mass can be smelted and turned into a creation. It's a hybrid of the mechanik from 2001 BW, the generic base in any RTS, and the onion from Pikmin.
The factory has a CP value of F, meaning that every player must have a factory in order for the game to be fair. It can be any size, but it must stay at ground level and cannot be moved.

The factory can produce anything, but in order to do so, it needs Astro-Binding Substance and parts.
ABS means "generic building stuffs," like wood, steel, or transistors, that can easily be modified to serve a different purpose. To gather ABS, have units move pieces over to the factory. Sort all the ABS bricks by type, and give all the bricks you've gathered to the player to the right. The player on your right then has around a minute to put the bricks of each type together into the closest approximation of a sphere possible. In the event that a particular piece is oddly shaped, the sculpting player may swap it in for a piece that would not fit inside the oddly shaped piece, were it to be hollow.
To gather parts, move them to the factory and declare them as parts. Parts are pieces that serve a specific purpose, like wheels, propellers, controls, etc. A piece may not be a part and material at the same time.

To build something, place a number of intelligent units on the factory platform and enter your turn's "end phase." Evaluate the CP value of your opponent's recently-built "ABS ball," and multiply it by two. This is the amount of ABS you can use. Then, check the number of units on the factory platform (slaves count as two). This is the amount of labor you have. Pick the lower value out of labor and ABS. This is the total CP value that all of your constructions for that turn are allowed to have.

Over the course of your opponents' turns, build like crazy using all the parts and ABS you've gathered. Your final creation can only have propulsion if you have propulsion parts, weapons if you have weapon parts, and a brain if you have brain parts (heads). Your creation's structure levels have to match those of your ABS. If you go over your CP limit, or don't finish building before your opponents' patience wears out, your factory produces nothing.

Certain items may have structure levels higher than their defense rating would indicate, such as gold or petroleum. The structure level is used when calculating their ABS worth.
Last edited by aybraus on Tue Dec 16, 2008 6:12 pm, edited 1 time in total.
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Postby Theblackdog » Fri Oct 17, 2008 5:58 am

This sounds like something for use in a larger, Civilization-esque battle. Collect resources from Mines, ship them to Factories, build ships, take over the world, etc. The whole idea of different materials with different purposes seems a little complex -- I would just go with a single material which your factory can convert into different things -- but overall it's my favorite factory rule set. I like how you can build just about anything in one turn, so you don't have to wait for five turns for the Juggernaut Mobile Battle Fortress to be finished.
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Postby Rody » Fri Oct 17, 2008 9:04 am

the problem I have with this idea is that, often finding out the cp value of a vehicle will take a very long time, having to do so mid-battle will inevitably slow down the entire game.
otherwise, cool plan... but hard to realise.
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Postby Adean » Fri Oct 17, 2008 12:08 pm

Definitely an ossum idea, just needs to be developed more. I actually feel inspired to make a factory model after reading this. Now I just need to find the time....
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Postby pesgores » Fri Oct 17, 2008 1:57 pm

Just like Theblackdog said, it is perfect for a civilization-like game.

And i love that type of game :D
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Postby Blitzen » Fri Oct 17, 2008 2:51 pm

It sounds like you're turning BrikWars into a turn-based strategy game. That may or may not be a bad thing, depending on your company.
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Postby pesgores » Fri Oct 17, 2008 7:01 pm

Blitzen wrote:It sounds like you're turning BrikWars into a turn-based strategy game.


Isn't it already?
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Postby Blitzen » Fri Oct 17, 2008 7:39 pm

I guess, kind of. It's becoming more of a computer RTS kind of strategy, versus a wargame type strategy. He's introducing RTS concepts into the BrikWars environmet.
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Postby Jaye Tea » Fri Oct 17, 2008 9:54 pm

You must mean environment not enviromet, right? Aren't you supposed to be some kind of i am retarded/spelling Piltogg?

Anyways I don't know about all this factory stuff, its too much for me, it makes my head hurt thinking about it.
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Postby Blitzen » Fri Oct 17, 2008 10:31 pm

Yeah. I noticed that right after I posted, but I didn't want to fix it because my show was starting.
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Postby Jaye Tea » Sat Oct 18, 2008 1:32 am

Hmm, a likely story...
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Postby pesgores » Sat Oct 18, 2008 4:49 am

Blitzen wrote:Yeah. I noticed that right after I posted, but I didn't want to fix it because my show was starting.


Of course. We can't spend all our life in these forums.
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Postby Theblackdog » Sat Oct 18, 2008 6:39 am

RTS or straight-up deathmatch... it's all good. RTS's require more varied tactics (securing resource areas, protecting and raiding supply lines, etc...) and deathmatches are simpler. So it basically depends on the attention span of your players. This may not work if your only available opponent is your LittleBro.
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Postby CreatioNZ » Sat Oct 18, 2008 2:50 pm

what happens when it goes boom. there must be some awesome thing like everyone caught in a fireball inferno and burned to a crisp then eaten by some minifig eating trolls...
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Postby Tarren » Sat Oct 18, 2008 8:58 pm

Ha, just what I was going to say. What happens when a bomb goes off inside of it, a bomb of the hydrogen variety?
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