What do you think ct's economy should be like? - Page 3

What do you think ct's economy should be like?

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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: What do you think ct's economy should be like?

Post by knorke »

now that "magical" metal generation from units is removed i tested how the income of mex and miners compare. well i wanted to test but then it was too much trouble setting up AIs and blabla
it is a bit unaccurrate :roll:
One test went for 5 minutes.
i was a bit lazy with stopping so in the graphs you must look at the 5minute mark, not the end.
i did not touch/controll the miners other then putting about 2 per rock at the start, no "microing" them.
all tests on eurekaV2 map in the flat areas.

first, 4 mex:
ie 3 starting mex+1 extra mex.
after 5 minutes: ~4000 m
very constant income of course, one mex does 3.1 (a bit over the "standard" of ~2.0 that most spring maps use i think)
Image

6 miners with a little distance to travel
Image
metal income of this test: ~2500m
so less metal income than the 4 mex but the distance is quite big and more miners could work there without clogging up, i think.
the income is quite constant too, over the time of a game it is almost linear. only small ditches when a rock was mined out or 2 workers blocked each other for a moment or whatever.
Image

6 miners, closer to the rocks:
this might be about the usual distance if you do not move the depots nearer all the time and do not go too near to avoid clogging
Image

metal income of these 6 close miners: ~4000
so about the same as 4 mex
Image

if you look very close, mining slowed downed at one point. the power of paint makes this visible:
Image
maybe happend when the near rock was mined out or maybe miners just went to further away rocks by stupidness, i didnt watch close enough. or just inaccurate test, pathing blabla

conclusion:
mining income is surprisingly close to mex even most values were guessed.
6 miners mining some rocks = 4 mex.
of course distance influences the result but is not yet clear how much. ie how the income in the "close" test would be without the closest rock.
In the testgames the income did not seem so far off either. Of course disregarding that the map got flooded in space rocks every 2 minutes :roll:
What could be changed is how much metal can be mined from a rock... could be a bit less, half or so.

next week:
how much wood would a woodchuck chuck if instead of miners mining mineable rocks there would be chuckable wood?
also +1 internet to whom finds the hidden bug to boost mining speed by ├╝bermicro
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: What do you think ct's economy should be like?

Post by knorke »

FireStorm_ wrote:I made a Spring model of the space rock. Don't know if you can (or want to) use it like this. let me know.

Oh, and i made the inside more metal-isch.
cool, i will look at it later.
iam trying to think of a system to have multiple rocks (various sizes etc) without:
-lots of different units
-lots of hide/unhide in unit script
probally will have to be different units like bminerals, bminerals_large, bminerals_medium, bminerals_small

But "bminerals" should always remain so that maps can spawn it. Also should not be changed too much as soon the first CT maps start using this, as not to break them. (will explain rocks on maps later)
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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: What do you think ct's economy should be like?

Post by oksnoop2 »

So what do we still have to do?

Craters

Unit Damage by falling rocks.

Smoke_th mentioned that Maybe some kind of decal to darken the crater because it would be hard to see the terrain deformation on ct maps otherwise. Or maybe just tell people to play with shadows on.

Neat little UI thing knorke is working on.

Knorke next time we are online at the same time could we talk about these things?

Oh and balance... and um adjust the rocks foot print.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: What do you think ct's economy should be like?

Post by knorke »

fall damage is already possible by the death explosion of the meteor.
at the moment it is just kind of disabled because i put in a non-harming explosion for rocks (so miners dont die mining them) that is also used by the meteors i think...
anyway, when landing directly on units, meteors current just explode without leaving a rock because this would trap the unit or in front of a factory it would block the exit.
(on a related note, deploy/land a flagship on some units lol)

i think the death explosion of the meteor can be set up to do the craters too.
decals, i dont know how to do. can explosions leave a decal? or maybe have the bminerals have a groundplate like some factories in some *a mods do.

shadows do not work with LOS mode enabled :/

ill be probally online in lobby in 10h or so from this post, uni now...
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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: What do you think ct's economy should be like?

Post by oksnoop2 »

sounds good i might be waking up by then.
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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: What do you think ct's economy should be like?

Post by SanadaUjiosan »

knorke wrote:
FireStorm_ wrote:I made a Spring model of the space rock. Don't know if you can (or want to) use it like this. let me know.

Oh, and i made the inside more metal-isch.
cool, i will look at it later.
iam trying to think of a system to have multiple rocks (various sizes etc) without:
-lots of different units
-lots of hide/unhide in unit script
probally will have to be different units like bminerals, bminerals_large, bminerals_medium, bminerals_small

But "bminerals" should always remain so that maps can spawn it. Also should not be changed too much as soon the first CT maps start using this, as not to break them. (will explain rocks on maps later)
The ones that spawn on the map can be a unit specifically for that. "Old" meteorites. Then we can have an assortment of "new" meteorites that can fall down later.
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