currently, there are two main unit creation systems in war maps. spawning and building. i was thinking things needed a little more variety.
my idea is a combination of those two fundamental techniques. There would be designated spawning points on the map, the necessity of a spawning building is up to you. also, there is also a spawn timer of some sort. in addition, on the map are factories. now, this is where the ideas merge. players will build units from these factories, they will immediately go into a physical holding pen of some sort or a virtual counter. as the timer hits the spawning time, the factory-built units will be converted into fighting units and spawned at the spawning location.
the basis of this system is that the amount of units you control at the beginning of every turn is unknown. it also adds more strategic points into map(factories).
I like the idea, it would be very good for turn-based maps. It sounds like the CP system in the Star Wars: Battlefront series.
i originally thought of this because i wanted something better than the moronity of producing the same amount of guys with 1% of your base as you did with the whole base while at the same time, avoiding the hassle of having to look for every factory. so, i just took the best parts of both and voila.
i've never player SW:BF so i really have no idea what you're referring to.
Sounds like a great idea for a new spawning way. Can't wait to see it in action Zeratul
well, i was never actaully planning to make a map out if this. i'm much too lazy to create a large-scale game with proper balance. i prefer making single player type games(like RPGs) where everything only has to be balanced in regards to one unit.
However, i may consider making a concept map for this, since i have a feeling some people aren't understading my idea.
I get it, nice. Realistic also, because during a draft, or while constructing weapons in wartime, men don't rush to the front lines immediately they rondevaue at strategic points behind there front line and move in as reserves or where there needed! Also, while they advance farther into enemy territorys they could capture new strategic points so there men spawn closer to the front line! I don't know if that was your intention, but its how I comprehended it.
Anyways, nice idea!=D
well, it really was intended as a way to get the best features out of both production systems. building provided realism(the homefront is just as important as the front lines), LOTR-games lack this, and making plain territory just as useful as strategic points are important(giving a reason for portecting the empty space between fortresses). from the spawning system, i took the simplicity of always looking at the same point for your units(cause rallies don't work with converted units).
i didn't quite intended for the effects you've mentioned. but gj on expanding the concept(with the advancing spawning points).