Author Topic: The 999.999 resource cap is tedious MM  (Read 3902 times)

Offline LordSloth

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Re: The 999.999 resource cap is tedious MM
« Reply #30 on: August 07, 2013, 10:42:18 am »
I guess I need to chime in as well...

I believe golem costs per sec were standardized base on total build time/engineer hours, so some didn't take forever/entire engineer stock to get completed.

I thought this was great at the time, but golems that have a resource cost of 250 m/c a second renders that galaxy-wide limiter useless (I mean, we have control groups). Putting it up at a minimum 400 or 500 m/c for those kinds of superprojects would go a great way towards making that cutoff useful again (keeping in mind low unit caps and their affect on fleetship costs).

I generally take a much more 'stay positive' approach to my expenses than most of the people I play with, but I would love to see (if at all possible, given mobile space docks and autobombs and whatnot), a standardized 'minimum cost per second' implemented. Needless to say, the following would be better if I -actually- looked at the existing numbers, but schedule and life does not permit. Perhaps I'll finally find time and energy this weekend?

Perhaps you'd put mercs and starships in the 300 range? Golems in the 400, and zenith trader projects in the minimum of 500/1000 depending on their relation to the eco cap. Where would you place spire modules and whatnot? These are all sorts of things I should have thought about before making this post, while moderately sleep deprived.

If something is tossed in to bypass the resource cap (or the economy costs are scaled down across the board), then instead of a new structure to increase cap, economic command mk2/3, which could also use  a minor energy production boost.