Resource Reserves - Page 2

Resource Reserves

Requests for features in the spring code.

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jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

This sounds like a terrible idea:

1. Managing energy is skill, let's not remove skill from the game. If you don't have energy to fire select all your build-assisters and press S, or turn off your metal makers.

2. Why confuse the shit out of potential new players who haven't played TA before? It takes awhile to learn TA economy, while complicate it with multiple bars?

3.Putting aside resources to NOT BE USED seems like a great way to lose.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I disagree:
1.) If you don't have enough energy, you'll nanostall even harder, and you will still nanostall if you don't have enough energy to fire weaponry. This feature will not allow people to neglect their economic needs

2.)
a.) I wasn't aware that TA has anything to do with this.
b.) You can't call an idea bad just because it hasn't been done before. This feature is something I think would fall under the noble category of "Progress."

3.)This isn't energy to be left unused, it's energy to be reserved for weaponry, which can be set by the player at any level he feels is appropriate.
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

jackalope wrote:This sounds like a terrible idea:

1. Managing energy is skill, let's not remove skill from the game. If you don't have energy to fire select all your build-assisters and press S, or turn off your metal makers.

2. Why confuse the shit out of potential new players who haven't played TA before? It takes awhile to learn TA economy, while complicate it with multiple bars?

3.Putting aside resources to NOT BE USED seems like a great way to lose.
1) In my system, the energy reserve wouldn't be used by anything. You'd have to click in the bar to release the energy, at which point it would be used as normal energy, by both weapons and builders.

2) olol new features si confuse meh, i only liek ota omgwtfbbq, anything diffrint si BADbad bad!!!1.

Sorry, but that's pretty much what I think whenever someone rejects a feature on the grounds that it wasn't in TA. If you want to play TA, play TA.

3) That's nice, don't do it then. I'd find this feature very useful, personally. It's good to have reserves in everything in Spring.
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

Felix the Cat wrote:
1) In my system, the energy reserve wouldn't be used by anything. You'd have to click in the bar to release the energy, at which point it would be used as normal energy, by both weapons and builders.

This negates most of the use for it...

The main purpose of this idea was to add a system where all energy and metal would be directed to weapons/radar/jammers/cloak(debatable here) so that builders dont steal your E (or M) when your defenses really need to fire.

Maybe it could be user definable what actions would dip into the reserve?
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