Interesting comment on one of the Youtube videos about Engineering Stations. What do you think?
If you're going to have engineering stations, make sure to add an option that lets them rebuild structures that have been destroyed within their radius. This way building a defensive line using defense towers and engineering stations can actually be viable and low-maintenance just like the infinite build-queue feature is for units. Otherwise maintaining a massive defensive line made up of defense turrets will become too tedious and energy consuming and you will just resort to factories producing infinite units.
This way engineering stations that are within each other's radius can infinitely re-build themselves (given you have the economy) giving you a semi-automatization of your defensive perimeter.
It will also allow the maintenance of your base to be a lot smoother resulting in an exact reconstruction of the outline of your base, in case you get attacked and your engineering stations survive. This way each engineering station will be responsible for the maintenance and re-construction of a small sector of your base and will become incredibly valuable assets to protect(especially when your base is massive). They will remember where everything is, unless you personally delete the structure.
You should be able to turn them off and on again to save resources. You should be able to see all the things they are going to rebuild by pressing "shift" like in supcom. And maybe if you click on a building they are going to rebuild, make they build that one first.
They should be available at T2 and at T3 their radius and build speeds increase.
If 2 engineering stations have the same building in their queue, they can build it together. T2 ES(Engineering station) should only be allowed to rebuild T2 structures, but a T3 ES can rebuild T2 structures more quickly. A T2 ES can assist a T3 ES rebuilding the same structure.
You should be able to upgrade each ES to an above tech by clicking on it just like metal extractors. That way you don't have to replace them when upgrading your base (would be annoying).
One faction should have experimental T4 ES, that surpasses all the other ES of the game. Although it may be too op. If you implement these structures like I stated above, they will become one of the most essential structures in the game, and the game (especially late game) will revolve around them a lot. So maybe one faction having a T4 ES would be too much. But ALL factions should have the ES or they will have a severe disadvantage.
I think if you put this above idea in your game, it would greatly distinguish it from it's contemporaries while adding such a big QOL feature as to make it an instant staple when talking about SANCTUARY and other games like it. It would make the game unique and imo would be a big step forward in base management, automation and logistics handling. Your role will no longer be to annoyingly rebuild everything in your base but to "supervise" it kind of like Factorio.
This will also mean the ES will maintain crucial relevance for the whole match and be among your most guarded structures. Making it an essential way to cripple a base in the long run.
If you make them, make sure to design them to be rather big and easily identifiable. also I think they should be half as big as a factory and maybe half the radius of a T1 defense at T3. They should be quite expensive. Radius should be big. I think a big base should have at least 3 of them to signify its stature and progression.
If an ES gets destroyed and rebuilt by another ES, it should not regain its memory in my opinion or getting through bases would become too annoying and slow. Although if you added the option for them to regain the memory of all the structures in its database before being destroyed, I would certainly always enable the option, because I love automation and I'm lazy like that. Id love to see it xD
Please consider.
If you're going to have engineering stations, make sure to add an option that lets them rebuild structures that have been destroyed within their radius. This way building a defensive line using defense towers and engineering stations can actually be viable and low-maintenance just like the infinite build-queue feature is for units. Otherwise maintaining a massive defensive line made up of defense turrets will become too tedious and energy consuming and you will just resort to factories producing infinite units.
This way engineering stations that are within each other's radius can infinitely re-build themselves (given you have the economy) giving you a semi-automatization of your defensive perimeter.
It will also allow the maintenance of your base to be a lot smoother resulting in an exact reconstruction of the outline of your base, in case you get attacked and your engineering stations survive. This way each engineering station will be responsible for the maintenance and re-construction of a small sector of your base and will become incredibly valuable assets to protect(especially when your base is massive). They will remember where everything is, unless you personally delete the structure.
You should be able to turn them off and on again to save resources. You should be able to see all the things they are going to rebuild by pressing "shift" like in supcom. And maybe if you click on a building they are going to rebuild, make they build that one first.
They should be available at T2 and at T3 their radius and build speeds increase.
If 2 engineering stations have the same building in their queue, they can build it together. T2 ES(Engineering station) should only be allowed to rebuild T2 structures, but a T3 ES can rebuild T2 structures more quickly. A T2 ES can assist a T3 ES rebuilding the same structure.
You should be able to upgrade each ES to an above tech by clicking on it just like metal extractors. That way you don't have to replace them when upgrading your base (would be annoying).
One faction should have experimental T4 ES, that surpasses all the other ES of the game. Although it may be too op. If you implement these structures like I stated above, they will become one of the most essential structures in the game, and the game (especially late game) will revolve around them a lot. So maybe one faction having a T4 ES would be too much. But ALL factions should have the ES or they will have a severe disadvantage.
I think if you put this above idea in your game, it would greatly distinguish it from it's contemporaries while adding such a big QOL feature as to make it an instant staple when talking about SANCTUARY and other games like it. It would make the game unique and imo would be a big step forward in base management, automation and logistics handling. Your role will no longer be to annoyingly rebuild everything in your base but to "supervise" it kind of like Factorio.
This will also mean the ES will maintain crucial relevance for the whole match and be among your most guarded structures. Making it an essential way to cripple a base in the long run.
If you make them, make sure to design them to be rather big and easily identifiable. also I think they should be half as big as a factory and maybe half the radius of a T1 defense at T3. They should be quite expensive. Radius should be big. I think a big base should have at least 3 of them to signify its stature and progression.
If an ES gets destroyed and rebuilt by another ES, it should not regain its memory in my opinion or getting through bases would become too annoying and slow. Although if you added the option for them to regain the memory of all the structures in its database before being destroyed, I would certainly always enable the option, because I love automation and I'm lazy like that. Id love to see it xD
Please consider.
