Mexes are expensive, so here is a suitable way to start:
Build energy
Build factory
Area reclaim some ore
Build constructor and use it to reclaim more ore
Build constructor and use it to build more energy
Build some scouts to protect your base and constructors
Build more constructors and use them to reclaim more ore
Use fast constructors/rezzers to mine ore (enable the ore miner setting) far away, then dump it (using the dump ore command) in your base (for later use) or on a mex (to be processed)
When you have got started, build mexes and upgrade your mexes by building adjacent metal makers, the closer the better
Don't upgrade all mexes, instead turn off some other mexes and transport their ore to the upgraded mexes
Use armed mexes, they are generally better and give you more metal with added experience
Key to winning is to deploy armed mexes on the front and upgrade them
Key point: NO METAL MAKER ECON, this is all about the ORE!
Last edited by zerver on 09 Apr 2012, 01:57, edited 1 time in total.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
nice nice. Tried a bit in SP, the mining is a bit confusing to handle. for example:
Quote:
Reclaim some ore (ctrl + area reclaim)
why must ctrl be used? I tried just pressing e (=reclaim) and making a circle but miners did not react to that. I like the "metalmakers as purifiers" idea. Must ore always be dumped manually?
There is a very good reason to have the ctrl key. Suppose you want to reclaim all wrecks on the whole map. Ore is spawned continuously, which means the constructor would be stuck reclaiming ore forever, instead of the wrecks. For the same reason, you cannot area reclaim ore over too large an area, it will never finish.
The ore dumping is manual, confusing maybe, but then you are also not limited in any way in terms of what you can do with it.
You can steal the ore underneath your allies' extractors too, that will make them epically happy, and they will hooray when the mex stops spinning due to out-of-ore failure.
I'm making 7.62 which hopefully will include some ore purifier control widget (like MetalMakers widget but better suited for RA).
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
I played the DSD version online. It seemed basically none of the players understood what to do. (tbh i did not really know how what to do despite alt-tabing to this thread) After a while the game advanced but any new gameplay nuances were overshadowed by the general BADSDness. Maybe instead of a ba mutator it would be better to streamline the eco a bit and then put it in an original game? eg this: viewtopic.php?f=14&t=27327
Thanks for trying! It is supposed to be complex in order to reward those who really can micro-manage their econ.
Given the difficulties with getting someone to play your original game, I am sticking to BA/map for now. I will possibly make a popup widget with some key info for noobs. Spring loads so fast that you have no chance to read the loading screens.
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