Complete Annihilation News - Page 41

Complete Annihilation News

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

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Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Complete Annihilation News

Post by Saktoth »

the-middleman wrote:But morphing units costs resources too. Where is the problem?
I just liked it because upgrading solars late game was a good alternative to building fusions.
There are 3 resources, and -everything- in the game takes a precisely equal amount of all 3 resource to be produced.

The first is metal, the second is energy, the third is buildpower.

You get the first from mexes/reclaim, the second from energy structures, the third from constructors. The reason you dont have a 'bar' for this resource is because its not global like the others- its local tied to each constructor, and you have to move it around the map.

Morphing, especially on something you'll have as many of as solar panels, just gives you lots of free buildpower for free. It allows you to plow resources into your economy without having to spend the resources on constructors like you should be doing and like you would in all other cases have to.
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the-middleman
Posts: 190
Joined: 24 Jul 2007, 12:18

Re: Complete Annihilation News

Post by the-middleman »

I still dont see the problem...upgrading solars was nice...I miss it. And it wasnt unfair or unbalanced because everyone could do it
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Complete Annihilation News

Post by smoth »

saktoth you just made a massive thread about getting past that dull repetitive part of the game. Forcing someone to do tedious and repetitive shit with cons is the same thing you were trying to fight in your post.
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Re: Complete Annihilation News

Post by Erom »

smoth wrote:saktoth you just made a massive thread about getting past that dull repetitive part of the game. Forcing someone to do tedious and repetitive shit with cons is the same thing you were trying to fight in your post.
+1

I mean, I can see how reducing teching widens the choices you have to make, while automagicing buildpower actually eliminates some choices, but it's still a large increase in tedium.
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Complete Annihilation News

Post by Licho »

Its actually more micromanage hungry. If you morph all at once you stall.
So you have to morph them one by one.

Instead you can just queue your workers new adv solars plants and they build one by one naturally.

Note in CA cost are normalized = you dont need excessive buildpower or energy to build adv solar :)
It builds as fast as anything else.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Complete Annihilation News

Post by Saktoth »

It unbalanced the game towards economy and e production and making lots of solar panels.

Seriously, how hard is it to click and drag a line of e-structures? Answer: Not very.
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[XIII]Roxas
Posts: 182
Joined: 20 Jun 2007, 23:44

Re: Complete Annihilation News

Post by [XIII]Roxas »

Doing such, however, requires the reserve of build-time to create the constructors, which could be better used in devoting War-Machines to whichever front is required. And THEN, instead of concentrating on Force Expansion or setting up a temporary defensive line, you are forced to relocate to your base and select said Time-Hog constructor, and create a row of solars. Which also takes build-time, Metal, and Energy away from the frontlines.
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: Complete Annihilation News

Post by Acidd_UK »

This conversation seem to reduce to "I don't want any eco management".
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Complete Annihilation News

Post by Neddie »

It's simply unintuitive that the Solar -> Advanced Solar morph is absent. The effects on play are negligible, it offers optional micromanagement.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Complete Annihilation News

Post by Google_Frog »

Solar -> adv. solar goes against the rest of CA's standardized economy. Anyway, it's worse because it costs more micro and the solar doesn't make E when morphing.
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the-middleman
Posts: 190
Joined: 24 Jul 2007, 12:18

Re: Complete Annihilation News

Post by the-middleman »

make a poll in caupdater 8)
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Complete Annihilation News

Post by AF »

I always find it odd that the normal solar has a greater surface area than the advanced solar, swapping their models around might make more sense to people who have never played TA.

I would also tone down the voices. They're like marmite with players, love or hate.
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Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

Re: Complete Annihilation News

Post by Crayfish »

Hate. Definitely hate. I'd put them off by default, personally - maybe with an info popup explaining how to turn them on if desired the first few times CA is opened.

The solar thing doesn't seem like a big deal. Even if morphing was implemented, I wouldn't use it, as it's more efficient to build them and maintain uninterrupted energy production.
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Re: Complete Annihilation News

Post by Machiosabre »

I was hating the voices before it was cool.

THE VOICES
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Complete Annihilation News

Post by Pxtl »

Well, you could make the "solar->advance" be based on something other than spending metal/energy/buildtime. Maybe age? If you have a solar for more than 10 minutes, it auto-morphs into an advanced solar? Maybe just give it a morph button that is free, but it takes two minutes and they get no energy in that time? I mean, solars can't get experience, so experience-based morphing isn't possible... but you could "fake" experience with age.
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the-middleman
Posts: 190
Joined: 24 Jul 2007, 12:18

Re: Complete Annihilation News

Post by the-middleman »

why cant they get xp?
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Re: Complete Annihilation News

Post by Machiosabre »

cause you get xp for shooting stuff?
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Complete Annihilation News

Post by rattle »

Machiosabre wrote:THE VOICES
ahahaha
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Complete Annihilation News

Post by CarRepairer »

I don't like advanced solars either. What's so advanced about them anyway? I would like if other form of energy generating structure were to fill the gap between solar/wind and fusion.
Machiosabre wrote:I was hating the voices before it was cool.

THE VOICES
:lol: Machio you're a genius. Can we use that as a loadscreen?
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Re: Complete Annihilation News

Post by Erom »

In real life, what typically fills the gap between small, single user power sources (solar panels, single wind tower, small gas generators, ect.) and large industrial power (nuclear, coal, oil fired plants) are various types of steam cogeneration plants. Basically a Geo, but not having to be built on a vent. For balance, I guess you would have to make them more expensive and less productive... I dunno if that's a good idea or even if CA really requires an in-between structure, just throwing things out there.
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