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Resource Reserves

Posted: 02 Aug 2006, 22:17
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?

Posted: 05 Aug 2006, 18:19
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 :)

Posted: 06 Aug 2006, 11:47
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! ;.;

Posted: 06 Aug 2006, 17:41
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:

Posted: 06 Aug 2006, 18:28
by hawkki
+1

Great idea!

Posted: 07 Aug 2006, 01:42
by FizWizz
I like the idea

Posted: 09 Aug 2006, 21:02
by SSFLSuperNoob
Nice, but how would the game differentiate between which bar to move?

Posted: 09 Aug 2006, 22:11
by Optimus Prime
SSFLSuperNoob wrote:Nice, but how would the game differentiate between which bar to move?
left - right mouse button?

Posted: 09 Aug 2006, 22:39
by Felix the Cat
Min3mat's against it, must be a good idea.

+1 to it.

Posted: 09 Aug 2006, 23:28
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...)

Posted: 09 Aug 2006, 23:49
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.

Posted: 09 Aug 2006, 23:54
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.

Posted: 10 Aug 2006, 00:41
by Egarwaen
Okay, what about energy consumed by moving units? Jammers/radar? Cloaks? Shields?

Posted: 10 Aug 2006, 00:56
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.

Posted: 10 Aug 2006, 02:44
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.

Posted: 10 Aug 2006, 08:43
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?

Posted: 10 Aug 2006, 08:47
by Felix the Cat
Image

Posted: 10 Aug 2006, 15:01
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

Posted: 11 Aug 2006, 21:17
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

Posted: 11 Aug 2006, 22:26
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.