Simplification of Resource Management
Moderator: Moderators
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- Posts: 128
- Joined: 24 Feb 2005, 19:05
Are you kidding? Unless you're a noobie, you should have 0 metal at all times. Otherwise, you're not building enough.
My personal record is -600 metal use, +400 metal income, and +120k energy. It was a LOT of fusions and farks. The good news: I created a torrential downpour of fidos that walked through my friend's Doomsday wall like a hot knife through butter.
My personal record is -600 metal use, +400 metal income, and +120k energy. It was a LOT of fusions and farks. The good news: I created a torrential downpour of fidos that walked through my friend's Doomsday wall like a hot knife through butter.
if u ask me there should be more resources to collect. and they should be more strategical, like one cant build any nuke without any uranium for example. certaion units should have ammunition levels (maybe for heavy missile launchine units). they can be resupplied with transport/cargo planes. they will have a slower rate of fire but to add a twist they should also have there power increased. certainly would make it more of a rts rather then tank rash
Well for one, most weaponry in TA is energy based, and ammo is constructed by nanites/nanolathes if you wanna get technical.
Uranium for Nukes? You dont need radioactive substances to generate nuclear blasts if you can apply enough heat and pressure anythign will explode in a nuclear fashion. xept the more complex the material the harder it becomes. Besides they're advanced enough to generate their own heavy elements therefore all they need is the energy to transmute metal, or possibly generate it from energy using metal maker technology. I get th feeling you havent played TA recently, go have a quick game then post back
Uranium for Nukes? You dont need radioactive substances to generate nuclear blasts if you can apply enough heat and pressure anythign will explode in a nuclear fashion. xept the more complex the material the harder it becomes. Besides they're advanced enough to generate their own heavy elements therefore all they need is the energy to transmute metal, or possibly generate it from energy using metal maker technology. I get th feeling you havent played TA recently, go have a quick game then post back
i get the feeling u r waaayyyy tooo much into it. if they have so much tech why fight on the planet at all, why not blast them from space, and why use chemical based missile engines when super dooper alternatives are about. the whole point of what iam suggesting is to make more fun to play not to blindly follow the story, i mean 4000 year war across the galaxy few nukes here and there any the whole thing would end in a month, and thats a scientific fact
Actually no, galactic gates are much more cost efficient than huge gigantic space ships that travel FTL, besides the obvious barrier of lightspeed and the need for billions of onboard solars and fusios to generate th necessary energy for warp tehcnology.
And have you not seen online TA games? They either space their base out so that nukes have minimal damage or build antinuke silos/units all over the place.
And any spaceyards on ground or launch sites wouldnt last long enough to be used. And orbital bombardiers would be destroyed by nukes.
And have you not seen online TA games? They either space their base out so that nukes have minimal damage or build antinuke silos/units all over the place.
And any spaceyards on ground or launch sites wouldnt last long enough to be used. And orbital bombardiers would be destroyed by nukes.
Ummm, last time i checked this was TA Spring... Not Star Trek Spring. There difgferent fictions. They both have there laws and facts and you cant just say well it happens in this one. If they just orbitaly bombarded the ground youd have a very borring real time stratagy, so when they made up the fictional back story and history, they made it so that there were not spaceships but galactic gates. Simple.
aNome
aNome
ammo is micromanagement, maybe for some mods someone makes and thinks it'll be good for ammo, btu there's already the system by which nukes antinukes and the odd 3rd party unti uses to internally build ammo. I want to send cotninuos streams of units to my enemy, If I ahve to provide Ammo refills along the way it's going to slow down considerably, making th entire strategy ineffective, allowign thm to just kill ym units when they run otu fo ammo
Do you play warhammer as well as watch star trek? Look, TA was a almost perfectly balanced game. It was a serial blend of just enoth micro managment to make you think, and plenty of big stompy machines that were fun to kill with/ get kill by. Adding in that sort of hunt for uranium would just make the game totaly different. In sted of just building a few collectors here and a metal extractor ther youd have the hassle of searching out uranium deposits and mining them and deffending them aswell, and what if your enamy struck lucky and found both the deposits on the map and you did't. He'd have a hugly unfair advantage.
Uranium is just as an example, I know your talking about other ammo types and such to, but i hope you get what im trying to say.
aGong
Uranium is just as an example, I know your talking about other ammo types and such to, but i hope you get what im trying to say.
aGong
I don't think adding many ressources and having to ressuply ammo would make the game more fun, quite the contrary units needed those would be a pain to use. TA is about having a streamlined economy and control interface allowing you to control several hundreds at once with ease. When I'm hurling hundreds of tanks and kbots toward the enemy base, I don't want to have to ressuply each one by micro-managing cargo planes on the front line.
If you like tons micro-management options, sorry, TA is not the game for you. Go play something else.
If you like tons micro-management options, sorry, TA is not the game for you. Go play something else.
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- Posts: 704
- Joined: 30 Oct 2004, 14:14
DO NOT ADD MORE RESOURCES!
And if you want units to need to reload, do something this:
They get 12 rockets, can shoot once every second, and get a new rocket once every ten seconds. Then just make it so that building that rocket costs, and is automcatic but can be turned off.
But that would be a job for a mod, not for TA. (Maybe some mainstream units could be made like this. I dunno, they would be kind of cool.)
And if you want units to need to reload, do something this:
They get 12 rockets, can shoot once every second, and get a new rocket once every ten seconds. Then just make it so that building that rocket costs, and is automcatic but can be turned off.
But that would be a job for a mod, not for TA. (Maybe some mainstream units could be made like this. I dunno, they would be kind of cool.)