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Re: Complete Annihilation News

Posted: 23 Jun 2008, 19:20
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.

Re: Complete Annihilation News

Posted: 23 Jun 2008, 23:14
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

Re: Complete Annihilation News

Posted: 23 Jun 2008, 23:53
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.

Re: Complete Annihilation News

Posted: 24 Jun 2008, 00:12
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.

Re: Complete Annihilation News

Posted: 24 Jun 2008, 01:46
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.

Re: Complete Annihilation News

Posted: 24 Jun 2008, 05:50
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.

Re: Complete Annihilation News

Posted: 24 Jun 2008, 08:08
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.

Re: Complete Annihilation News

Posted: 24 Jun 2008, 11:23
by Acidd_UK
This conversation seem to reduce to "I don't want any eco management".

Re: Complete Annihilation News

Posted: 24 Jun 2008, 11:29
by Neddie
It's simply unintuitive that the Solar -> Advanced Solar morph is absent. The effects on play are negligible, it offers optional micromanagement.

Re: Complete Annihilation News

Posted: 24 Jun 2008, 12:27
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.

Re: Complete Annihilation News

Posted: 24 Jun 2008, 13:20
by the-middleman
make a poll in caupdater 8)

Re: Complete Annihilation News

Posted: 24 Jun 2008, 15:56
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.

Re: Complete Annihilation News

Posted: 24 Jun 2008, 17:57
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.

Re: Complete Annihilation News

Posted: 24 Jun 2008, 18:55
by Machiosabre
I was hating the voices before it was cool.

THE VOICES

Re: Complete Annihilation News

Posted: 24 Jun 2008, 20:24
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.

Re: Complete Annihilation News

Posted: 24 Jun 2008, 20:51
by the-middleman
why cant they get xp?

Re: Complete Annihilation News

Posted: 24 Jun 2008, 20:52
by Machiosabre
cause you get xp for shooting stuff?

Re: Complete Annihilation News

Posted: 24 Jun 2008, 21:55
by rattle
Machiosabre wrote:THE VOICES
ahahaha

Re: Complete Annihilation News

Posted: 25 Jun 2008, 10:03
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?

Re: Complete Annihilation News

Posted: 25 Jun 2008, 16:44
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.