Resource Reserves

Resource Reserves

Requests for features in the spring code.

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Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Resource Reserves

Post by Hunter0000 »

Baisicly, the ability to define a level of resources (like the share lines) that should never be used by production and repair. Once this level of reasources is hit, no more reasources should be taken for construction, repair, resserection or capture costs. The only thing that would drain resources would be weapons, power upkeeps (like shields or radar) and Dgun (or similar special abilities).This specificly allows for several things:

1. Energy reserves for laser and plasma weapons so that you can always fire (unless your power is SERIOUSLY hurting. This also includes Dguning of course 8)

2. Resource reserves in case of needs for emergancy building/sharing with allies

How difficult would this be to impliment?
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

So you mean you wont use your energy into some point, like 1k? So you will always have 1k energy left for weapons?

Would be good add :)
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

2 different partitions on the resource bars? sounds a bit unecessary IMO as well as annoying and possibly confusing.
on that topic...NEW GUI! ;.;
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

When you have this kind of bar, and you have lots of energy, it would be ok to reserve 1k energy for later use.
Sometimes it could save your ass :wink:
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

+1

Great idea!
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I like the idea
SSFLSuperNoob
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Joined: 11 Jul 2006, 17:52

Post by SSFLSuperNoob »

Nice, but how would the game differentiate between which bar to move?
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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

SSFLSuperNoob wrote:Nice, but how would the game differentiate between which bar to move?
left - right mouse button?
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Min3mat's against it, must be a good idea.

+1 to it.
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

It strikes me as a bad idea. An emergency cancel/pause button for all construction might work, but I think this is overcomplicated.

Another option would be to allow mods to define "energy reserves" for units that use energy while firing, so they can charge up like shields and then use their own "clips" to fire. (Actually, that might have some interesting applications in general...)
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Felix the Cat
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Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Egarwaen wrote:It strikes me as a bad idea. An emergency cancel/pause button for all construction might work, but I think this is overcomplicated.

Another option would be to allow mods to define "energy reserves" for units that use energy while firing, so they can charge up like shields and then use their own "clips" to fire. (Actually, that might have some interesting applications in general...)
I don't find it a complicated idea at all, much less overcomplicated.

Right click on energy bar at some point: you won't spend energy past that point. Seems pretty intuitive to me.
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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

You would just have two markers on the energy bar. Everything to the left of the first is only for firing weapons, from the first to the second is normal energy, used for everything, to the right of the second is shared energy.
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Okay, what about energy consumed by moving units? Jammers/radar? Cloaks? Shields?
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Egarwaen wrote:Okay, what about energy consumed by moving units? Jammers/radar? Cloaks? Shields?
These would not be affected if I understand correctly. The purpose of this proposed feature is so that construction will not suck up the energy that is needed to keep Jammers/radar/cloaking/weapon-fire continuing (activities where energy stalls have an immediate and critical effect) without any hiccups.
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Felix the Cat
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Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

I think the reserve should be a "hard" reserve.

Basically, when EnergyInStorage = EnergyReserveLevel, the game plays as if you have zero energy. If you want the energy out of your reserve, you have to lower your reserve level.

Perhaps, if this is implemented (which would be cool), modders should be given a tag DrawsFromReserve=1 which would make that unit's energy needs basically ignore the reserve level. Thus, if reserves somehow break a mod, every unit would get the tag DrawsFromReserve=1, and reserves are irrelevant.
BattleShorts
Posts: 11
Joined: 19 Aug 2005, 09:26

Post by BattleShorts »

Great idea.

So are the devs garanteed to see these ideas? And if so will we hear about what they think?

Or it is possible the the thread will just drop of the first page unnoticed and be forgotten about?
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Felix the Cat
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Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Image
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

Code: Select all

bool Patchtime()
{
      if (coolcoder->Seethread() == true)
      {
            coolcoder->Writeusupthepatch();
            coolcoder->Showpatchtodevs();
            return true;
      }
      return false;
}

This is sure to work! mwhahaha
M@n1@c
Posts: 25
Joined: 11 Dec 2005, 22:52

Post by M@n1@c »

i'm sorry to say that but this wont work, because how must the game know when to use that reserve??? for cloaking a com? or us it for dgun?

maybe your heavy lazers need then...

Oh btw there is a simply solution, when out of energy your moho's and all production facilities (+builders) quit working for short period => at this point your weapens should be at first row to get the "new" energy
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Ya... but sometimes its up for seconds to get energy. In that time you cant shut down your metal makers and builders etc.

And that energy would be used only by weapons.
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