Preface: We needed to design the structures for our top view tower defense game, Kaepe. We wanted them to add an element of strategy to the game, instead of simply having the game be an upgrade fest, like so many other TDs. We had before this already planned them to be "extendable" but we did not do much else planning.
iamscissors: lets talk about factories
iamscissors: I remember specifically deciding how they would be built
iamscissors: but not what the extensions did
Hunter Dubel: I'll find it
Hunter Dubel: I would have bet we wrote it down in docs
Hunter Dubel: Okay well each factory did some sort of bonus
Hunter Dubel: The trick was there was a greater selection than you can build
Hunter Dubel: and I believe certain selections work better together
Hunter Dubel: to an overall factory boost
iamscissors: we have 4 options, NSWE
Hunter Dubel: So let's cap it at either 2-3 buildable
Hunter Dubel: Leave the front open?
iamscissors: maybe just side by side?
iamscissors: that lets you see everything best
Hunter Dubel: So 4 options
Hunter Dubel: 2 buildable
Hunter Dubel: Certain selections will give better bonuses together
Hunter Dubel: ---side note
Hunter Dubel: What if you built like 2 factories next to each other. Should we make a small "neighbor" radius so that factories can aide each other?
Hunter Dubel: Like 1 factory has two of type 1 upgrade
Hunter Dubel: other one has two of type 2, they can work together to be more "efficient"
iamscissors: So its like an industrial zone?
iamscissors: we can make it kill trees
Hunter Dubel: A house there could either benefit/hurt depending on the factory next door
Hunter Dubel: House can supply more workers, but less room?
Hunter Dubel: Or the factory can't work at a full potential due to pollutants?
iamscissors: how would the mechanic look in the actual game?
Hunter Dubel: I feel the actual game is bland, so we need little strategic "battles" that you must plan around
iamscissors: like you cant build the upgrade without a house near to the factory for workers?
Hunter Dubel: That could work nicely
iamscissors: so you need to plan the industrial sector
iamscissors: I like the strategy
iamscissors: building combos would be a cool feature
Hunter Dubel: and if we do factories working together, they have to be touching
Hunter Dubel: So no U F U F U
Hunter Dubel: It has to be U F F U
Hunter Dubel: (Upgrade, Factory)
iamscissors: so literally, one upgrade would be another factory
Hunter Dubel: So, upgrades
[9:39:29 PM] Hunter Dubel: Coin Bonus, Attack Bonus (Radius), Defense Bonus (Radius), Factory, House, &
Hunter Dubel: (House is more of a requirement)
iamscissors: I think you should not be able to build any upgrades without a house
iamscissors: like, when you hit upgrade
iamscissors: it pops up a warning
Hunter Dubel: But I see houses being able to be placed North or South
Hunter Dubel: since upgrades are only East and West
Hunter Dubel: There was one more upgrade
Hunter Dubel: the last one was an actual tower
Hunter Dubel: We had one as a wall to defend the factory center
Hunter Dubel: another was like a "catapult" that launches attacks slowly
iamscissors: like a guard tower type thing
iamscissors: East+West: Coin Bonus, Attack Tower, Defense Bonus (Radius), Factory
iamscissors: This is an important idea
iamscissors: the planning of building placement
iamscissors: Is there anything else we can do with this idea?
iamscissors: like having houses near enemies lowers production?
iamscissors: and we already have houses near avatars increase production
Hunter Dubel: Well I'd say enemies attack houses first
Hunter Dubel: Maybe if an enemy line is next to a house, it becomes "abandoned". That is until the line moves
iamscissors: well, the enemies go for your base first, but randomly shoot buildings if they can
Hunter Dubel: Technically, that house is in a warzone
iamscissors: that's a good idea
iamscissors: it makes the wall placement important (shields houses from enemies)
Hunter Dubel: yeah. makes them important again
iamscissors: this is good
iamscissors: ill go implement it