A friend and I are coding a civ-type game, and as part of this it has a unit builder. It is ~75% infrastructure done to handle it (no gui yet).
Note: To those who don't want a unit builder, you can disable the option for the game, and there will be a full suite of units available (so no need to build any if you want).
It is hoped that with a wide range of components that can be added to the unit it will come for some great variety in gameplay and strategy. (e.g. you could opt for blitzkrieg type units).
A unit speed is based on its base-type (e.g. man, horse etc) + any engine/propulsion components - the weight of all fitted components (and then depending on terrain).
A base will have a certain number of "fitting points" where components can be added. Components will have a weight, and the base-type has a maximum weight that cannot be exceeded. Additionally, certain components can only go onto certain bases. (No spears on Jet planes).
Components will have production costs, and may also produce and consume items (e.g. electricity). Note that this electricity does not effect actual game play, but must balance at unit-design stage so that production >= consumption. e.g. you have to have a power supply to run a "radio" component.
Weapons will have a max and min range, and offensive and defensive value.
I envision that components will primarily be discoveries thru tech/trade/capture, and will be constructed at certain buildings (though this will be handled in such a way as to not be too laborious). e.g. a "blacksmith" building produces a given number of smithPoints, which are then spent at unit design time on lances, swords, armour etc (which assumes that all along your blacksmith has been making the right items).
You could take a battle ship hull, and load it full of AA guns and have yourself a floating 4th of July special. Or take a cruiser, strip it of weapons and give it awesome speed/distance per turn.
Components will cost different resources too. For example using a base of "human" will cost 1 person. A spear might cost 1 wood, while a bow will cost 0.5 wood. You design the unit configuration, and then say how many men you want in the unit.
What components would you like to see in a unit builder?
What mechanics would you like for a unit builder?
Note: To those who don't want a unit builder, you can disable the option for the game, and there will be a full suite of units available (so no need to build any if you want).
It is hoped that with a wide range of components that can be added to the unit it will come for some great variety in gameplay and strategy. (e.g. you could opt for blitzkrieg type units).
A unit speed is based on its base-type (e.g. man, horse etc) + any engine/propulsion components - the weight of all fitted components (and then depending on terrain).
A base will have a certain number of "fitting points" where components can be added. Components will have a weight, and the base-type has a maximum weight that cannot be exceeded. Additionally, certain components can only go onto certain bases. (No spears on Jet planes).
Components will have production costs, and may also produce and consume items (e.g. electricity). Note that this electricity does not effect actual game play, but must balance at unit-design stage so that production >= consumption. e.g. you have to have a power supply to run a "radio" component.
Weapons will have a max and min range, and offensive and defensive value.
I envision that components will primarily be discoveries thru tech/trade/capture, and will be constructed at certain buildings (though this will be handled in such a way as to not be too laborious). e.g. a "blacksmith" building produces a given number of smithPoints, which are then spent at unit design time on lances, swords, armour etc (which assumes that all along your blacksmith has been making the right items).
You could take a battle ship hull, and load it full of AA guns and have yourself a floating 4th of July special. Or take a cruiser, strip it of weapons and give it awesome speed/distance per turn.
Components will cost different resources too. For example using a base of "human" will cost 1 person. A spear might cost 1 wood, while a bow will cost 0.5 wood. You design the unit configuration, and then say how many men you want in the unit.
What components would you like to see in a unit builder?
What mechanics would you like for a unit builder?