So in one project of mine, I want to move away from the classic warcraft "builder unit moves freely around the map and builds structures" model.
Right now I am considering the following options:
1) A spell based on Build Tiny Farm places a dummy unit ("construction site" that can be upgraded to all the different structures you need
1a) You use the spell to place a central "military base" unit, which in turn uses the undead Build ability to construct the structures around it in its limited radius
2) Every player location already comes with the dummy unit pre-placed for neutral passive, you can "buy" a structure the way you would buy a mercenary from a mercenary camp, which instantly removes the bought unit, changes the ownership of the dummy unit to you, and orders the dummy unit to upgrade to the desired structure. If your structure is destroyed, it respawns a dummy unit and that dummy unit is returned to neutral passive.
The overall aim here is that I want to have players build compact bases, not build stuff all over the map, keep tech trees small and not too complicated.
Which path seems most promising to you, or do you have an alternative idea?
Right now I am considering the following options:
1) A spell based on Build Tiny Farm places a dummy unit ("construction site" that can be upgraded to all the different structures you need
1a) You use the spell to place a central "military base" unit, which in turn uses the undead Build ability to construct the structures around it in its limited radius
2) Every player location already comes with the dummy unit pre-placed for neutral passive, you can "buy" a structure the way you would buy a mercenary from a mercenary camp, which instantly removes the bought unit, changes the ownership of the dummy unit to you, and orders the dummy unit to upgrade to the desired structure. If your structure is destroyed, it respawns a dummy unit and that dummy unit is returned to neutral passive.
The overall aim here is that I want to have players build compact bases, not build stuff all over the map, keep tech trees small and not too complicated.
Which path seems most promising to you, or do you have an alternative idea?


