spicing up economy
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spicing up economy
I find the economy in spring, XTA in particular, a little too simplistic. Especially after you build fusionplants, when you can ditch mining alltogether. AA has tuned the yield of those down considerably which is good. It would be nice if there was atleast third major factor besides power and metal though.
Maybe a layer (in the form of a building) of nanomachines, that generate nano particles the construction units can use in turn.
And maybe an added raw material, a non metal, like carbon.
Maybe a layer (in the form of a building) of nanomachines, that generate nano particles the construction units can use in turn.
And maybe an added raw material, a non metal, like carbon.
Welcome to your first introcution to the Monthly Topic Rotation, up until now this topic wasn't in there, but I'm adding it now.
First of all, this is a good idea, it's just that it's been posted about and expressed before... marking something as an MTR doesn't mean it's a bad idea or that you can't discuss it or post topics about it... it just is a handy way of keeping track of subjects that come up freaquently so newbs don't re-hash stuff that's already been said and claim it as a new idea... because that's annoying.
First of all, this is a good idea, it's just that it's been posted about and expressed before... marking something as an MTR doesn't mean it's a bad idea or that you can't discuss it or post topics about it... it just is a handy way of keeping track of subjects that come up freaquently so newbs don't re-hash stuff that's already been said and claim it as a new idea... because that's annoying.
Well... you have 5 forms of resource on each map,
ground metal, solar, geothermal, tidel, and wind... you just have to make your new resource take advantage of a subset of features (or just get made by creating special buildings)... eventually having resources come from new customer sources put into the map by the mapper and having special mod specific maps would be available too, but the basic functionality wouldn't require it.
ground metal, solar, geothermal, tidel, and wind... you just have to make your new resource take advantage of a subset of features (or just get made by creating special buildings)... eventually having resources come from new customer sources put into the map by the mapper and having special mod specific maps would be available too, but the basic functionality wouldn't require it.
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yeah, metal is the only one that is hardcoded "style" (metalmap usage), in that you can only have 1 set of a metal resource (because older maps wouldn't have a second/third/xxx metalmap)... ofc, you could have another one like rock for geoplants, but not every map has geos so you shouldn't do something like that (IMO)
it would be best if we could specify the number of resources, then the names of each resource, the color of the bars, and the one that uses the metal map...
e: Added to MTR
heh, its at the top, and it has 6(!) threads
e2: sue me, sidbadEV did that...
it would be best if we could specify the number of resources, then the names of each resource, the color of the bars, and the one that uses the metal map...
e: Added to MTR
heh, its at the top, and it has 6(!) threads
e2: sue me, sidbadEV did that...
Last edited by esteroth12 on 09 Sep 2006, 00:53, edited 1 time in total.
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- Joined: 18 May 2006, 21:19
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- Imperial Winter Developer
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- Joined: 24 Aug 2004, 08:59
I don't really see how placing a limited resource model in the same environment as an infinite resource model would be effective. Particularly when the inifinite model is far superior.
If things are stagnating in the lategame, then it is the fault of the mod's balancing and flow, rather then the game itself.
I know SWS definitely chokes up in the late game, particularly on the extremely large/heavy metal maps which are popular with most Spring players. We're trying to keep the dynamic flowing throughout the game, but it's certainly difficult.
If things are stagnating in the lategame, then it is the fault of the mod's balancing and flow, rather then the game itself.
I know SWS definitely chokes up in the late game, particularly on the extremely large/heavy metal maps which are popular with most Spring players. We're trying to keep the dynamic flowing throughout the game, but it's certainly difficult.