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int production_at_level(int current_level) { return 30*current_level*pow(1.1, current_level);}
Player's level? In strategy not RPG? I think such concept to exists in strategy game would be very weird...
It's not that uncommon to have some kind of "the more battles you've won (or the more enemy units your army has killed), the more new units and/or special abilities are unlocked" mechanic in strategy games. They may not call it a "level" and the way you get there might not be called "experience points", but it's basically the same thing.
sort of a RPG/strategy hybrid
Euh... just out of curiosity, would you mind explaining how your game will rely on only one source? That seems quite uninteresting for a strategy game to me... so I wonder how you see that.
@Nox - "Should we implement rising cost/performance, it would be disadvantage to level up" That is my main concern, how to remove this disadvantage.
SC has 2, resp. 3 resources ... can't think of single-resource game right now
Like Harkins mentioned: Weewar and Advance Wars are TBS games. Where the focus is less on managing an economy but on unit movement. The same goes for the Total Wars series.
I was wondering about how one resource managing would be interesting in an RTS because usualy unit movement is less of a gameplay element (since it's fast paced). I'm certainly not saying that it can't be fun I was just wondering how you make it fun. Since I never played Command & Conquer I can't really rely on that as a source of information.Can you explain the game design choice you made? Or why exactly you made that choice?