Energy less

Energy less

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Energy less

Post by manored »

Just a suggestion, but I think versions of XTA and AA where you dont waste energy (or have to much of it). Would be interesting since it would make games faster but you would still need to expand to gather metal (metal generators would have pathetic efficiency).
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Err, I'm sorry, but I can't tell what it is your actually suggesting here...
User avatar
mehere101
Posts: 293
Joined: 15 Mar 2006, 02:38

Post by mehere101 »

I think he wants energy to be scarce...
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

No the other way around. Tuned down metal makers, i.e. decreased metal output or increased energy consumption. I think the latter makes more sense.
User avatar
Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Post by Strategia »

From what I could tell, you're all wrong. He means a mod in which energy isn't a factor entirely, only metal is; i.e., you have no energy production, but also no consumption.

Would be interesting IMO :)
User avatar
Hoinkie
Posts: 34
Joined: 22 Mar 2006, 16:51

Post by Hoinkie »

make a mod where you cant build any metal makers but the comm automatically turns excess energy into metal.

ppl will be real carefull with their comm then
User avatar
Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Post by Strategia »

And you can't expand your metal economy, hence you will be hard pressed to field any decently-sized armies. And even if the comm produces a lot of metal, you should make him use a lot of power too; however, if you do that you won't have a game at all since your power is depleted faster than you can say "OMG" with ur keeb0rdz and you still won't be able to build anything. Even if the comm produces some energy, initial production will be horrendously slow, and especially on small maps a very significant portion of the available space will be devoted to energy production.

AFAIK, it isn't possible to have a "scaling" metal maker whose usage/output differs as your energy levels change.
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

Diminishing metal maker returns option when turned on will give less and less efficient metal output from metalmakers as you make more of them. Similar concept - higher energy needs to make less metal progressively.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

Strategia wrote:From what I could tell, you're all wrong. He means a mod in which energy isn't a factor entirely, only metal is; i.e., you have no energy production, but also no consumption.

Would be interesting IMO :)
That what I meant :-) . Metal makers would make free metal but have their eficiency greatly reduced to give players a reason to fight for metal places...
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

I'd make an energyless mod but atm spring is broken with the energy/metal per turn use being borked (ie stuff goes on ~normally even if you have negative metal income)
User avatar
BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

Yeah, I hope they fix that soon. Either way, I was working on the design for a mod, myself, which uses energy to limit the players forces, rather like a continual use resource.

Each command centre (yes, command centres, as in bases) would produce X energy, while each unit would use its own amount of energy (bigger = more use) and so, when you have a certain number of units, you can't build any more (like the Orky resource in Dawn of War) without building an additional base (which would be big enough to only realisticly be placable in certain areas....)
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

bamb wrote:I'd make an energyless mod but atm spring is broken with the energy/metal per turn use being borked (ie stuff goes on ~normally even if you have negative metal income)
No it isn't. People are just misunderstanding the facts of how the econimics work in Spring.
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

PauloMorfeo wrote:
bamb wrote:I'd make an energyless mod but atm spring is broken with the energy/metal per turn use being borked (ie stuff goes on ~normally even if you have negative metal income)
No it isn't. People are just misunderstanding the facts of how the econimics work in Spring.
Hehe, then the economics work "borkedly" in spring. If you have negative metal income and zero metal, you can still build metally things, it's just somewhat slower. Same with energy. I'd call that borked.
Thus you can't build any such troop limiting mechanisms in spring.

The thing has been discussed before and probable solutions have been found.
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

It's "somewhat slower" because instead of the build speed being limited by the workers' buildtimes, it is limited to your metal income. It's not borked at all.
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

Huh? Negative metal or energy income because of having units that have fixed metal or energy use?

You're not supposed to be able to build AT ALL!
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

bamb wrote:...
Hehe, then the economics work "borkedly" in spring. If you have negative metal income and zero metal, you can still build metally things, it's just somewhat slower. Same with energy. I'd call that borked.
...
I'm sorry but you are wrong. The 2 problems with the economics system in Spring is that the priority by which resources are used do not fit some of the things people want and that units the suck up resources still operate when not beeing able to suck up resources. Nothing else.
User avatar
Day
Posts: 797
Joined: 28 Mar 2006, 17:16

Post by Day »

if your not supposed to build anything with negative income.. you mean if you income is in minus or your expenses are bigger then income

either way if it was the last, where would the income go <_<
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

Ok, fine, call it a feature and pretend that it makes sense and don't expect any mods different from TA.
User avatar
Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

He's right, it's not borked. If you have 10 income, a con unit that needs 2 metal, and a SuperMegaMetalSucker that needs 1000 metal, the con unit is still going to get the 2 metal per turn. Because it is the cheapest thing to run, it gets priority.

Not saying this is the way it should work, just saying the way it works is self consistent.
User avatar
BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

Erom wrote:He's right, it's not borked. If you have 10 income, a con unit that needs 2 metal, and a SuperMegaMetalSucker that needs 1000 metal, the con unit is still going to get the 2 metal per turn. Because it is the cheapest thing to run, it gets priority.

Not saying this is the way it should work, just saying the way it works is self consistent.
Combat units should have higher priority on resource use than constructors. Otherwise, your shooting doesn't occur.

Weapons > Construction/Repair > Movement, though.
Post Reply

Return to “Game Development”