Resources and Production Idea #2

CC2 uses credits in place of raw materials. You gain income credits by shooting things or by capturing and owning islands over time.

You might have a huge chain of islands, with idle factories but not enough credits to build anything for a few minutes.

While this simple model works for the game generally it could be done a little differently.

Island Resources

Each island type has a different set of basic resources, the factory was put there after-all because that island was ideal for that kind of factory. Say..

Factory TypeResource production rate per minute
FuelChemical x1
UtilityMetal x1
Composites x1
Chemical x1
AirMetal x4
Composites x3
Chemical x1
LandMetal x3
Chemical x1
Heavy MunitionsMetal x2
Chemical x3
Light MunitionsMetal x1
Chemical x1
TurretMetal x2
Composites x1

Perhaps something like that.

Over time, each island produces these materials. Perhaps each island starts the game with a small stockpile, and has a max stockpile it can hold. Islands would probably not start producing resources until it becomes player owned.

Building an item would then not cost credits, it could cost stocked resources. eg

ItemCost
Manta3x Metal
4x Composites
Razorbill1x Metal
1x Composites
1x Chemical
Petrel3x Metal
2x Chemical
Albatross1x Metal
2x Composites
Seal1x Metal
1x Chemical
Bear3x Metal
1x Chemical
30mm ammo0.05x Metal
0.05x Chemical

Additionally, Islands with higher shield counts would produce resources faster. A 3-sheild would produce 3x more resources than a 1-shield.

This would give more of a reason to go for a 3-shield air island than a nearby 1-shield one.

By:

Posted in:


Leave a comment