spicing up economy

spicing up economy

Requests for features in the spring code.

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pheldens
Posts: 191
Joined: 12 Aug 2006, 21:35

spicing up economy

Post by pheldens »

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.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Um, ok, I'll be nice...

Hey... that's a great idea. About 1000000 people have already expressed about 100 new versions of this idea. Welcome to the Spring Forums ;)
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

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.
pheldens
Posts: 191
Joined: 12 Aug 2006, 21:35

Post by pheldens »

Yeah I know what you mean, though it's not meant as a complaint, or an 'implement this!', but merely a brainstorm dump I wanted to share in a moment of positivism now gone.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

sorry to kill your buzz then, feel free to get excited and learn to ignore us cinics.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Another resource could be nice, but it would involve redoing each and every map, not to mention the mod rebalancing that would be necessary...
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

The better idea that has been suggested is to allow modders to define their own ressources systems : number of ressources, names, colours, tags...etc.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

I don't see how that would work without making a version of every map for each mod...
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

Basically the best way to keep actuel maps is just to add new ressources.
So we can still use the metal/energy maps features, and add new building or such thing to generate new ressources.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

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.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

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...
Last edited by esteroth12 on 09 Sep 2006, 00:53, edited 1 time in total.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

yeah... I did that 'cause I'm amazing.

basically you just added the same topic to the list I just made to contain the list... I think that's a new low of lameness
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

what? i just checked, saw it wasn't added, which i thought was odd because someone said that it was on there... so i added it... what are you trying to say?

e: just checked histroy, sorry...

I didn't know you added the whole entire section, I expected a new section to be on the bottom
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

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.
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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

infinite resource models.. are not inherently better than finite ones.. its a matter of preference and balance...
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