View topic - What to do with Energy


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PostPosted: 22 Feb 2011, 17:08 
Conflict Terra Developer
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Joined: 29 Aug 2009, 19:12
Location: Also Richmond
Echo419 wrote:
*blink* *blink*

its something phenomenally easy to test out.

Set the cruisers and cruisers base energy output to +999999 or something ridiculous.

its a hamfisted approach to making an example of a "no energy economy" but it would work for an example.



Not sure what you mean.


So I'll take this moment to expound on my view of energy use for the nkg. If I remember to build them before my first cruiser most of time I don't for some reason. Anyway I usually build a small block of them at the start and declare that my base. That is to say it gives some reason to hold ground. Though it still feels like an after thought.
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PostPosted: 22 Feb 2011, 21:28 
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21
Location: Tucson
At the moment energy's largest role is that of a simple check and balance. Getting energy is a necessary step early on to help curb extremely rapid attacks or expansion. Later in the game it helps put a check on easily acquiring the stronger/strongest units in the game right after getting to T2.

Example: In a game last night, I got to T2 and started the steps to build a Battlecruiser, but lacked sufficient energy to do so, so I had to build a few more plants.

Energy for the NKG is an afterthought, a secondary resource next to Metal. It'll probably remain that way for a while. I'll agree some minor tweaks could probably help make energy more helpful/necessary, but I'm happy with its overall role as it is.
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