Poll

Which changes to the sharing mechanics do you vote for?

The allied resource bars *and* percentage based sharing mechanic (1+2)
7 (70%)
Just the allied resource bars (1)
0 (0%)
Just the percentage based sharing mechanic (2)
3 (30%)
Neither, it's handled fine.
0 (0%)

Total Members Voted: 0

Author Topic: Poll: We need to take a look at how multiplayer resource sharing is handled  (Read 3191 times)

Offline tadrinth

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If we're going to be adding % sliders for controlling resource, can we get the 'suspend spending unless metal > X' control also moved over to a %-of-max slider?  It would be super clean to be able to set share to 50% and build-mercs to 90%, ie, build mercs only when all players are at their target share % and you have a resource buffer.  If I follow this right, as long as one player does that and doesn't hit their mercenary cap, no resources will be wasted even if the other players hit cap.

Offline Hearteater

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You can set spending for a specific Control Group. For example you can use Control Group 0 for the Merc Space Dock (and trader toys) and set the threshold as desired.

Offline topper

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The current division of resources (knowledge and metal) is pretty biased towards the splitting of tasks behavior, and I too like to play like that. It is pretty fiddly, and the having one player need to specialize in economy feels fairly unfun.

I would rather see them combined with a better "helper" role. If one player is a helper, the metal and knowledge are already fully shared, and the "one" player can do two homeworlds if they still want to play that way. But the current helper role cannot make control groups still, right? If this was fixed it would mean I vote for no changes.

Offline MaxAstro

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When the non owner of the planet attempts to place a harvester on an empty metal spot, it just makes an error sound and doesn't work. At least that's how it was a few versions ago. It may have changed but I haven't seen it in the patch notes.

I think you can have the person with MkI harvesters gift them to the person with MkIII, and they will auto-upgrade.

Still fiddly if they get destroyed, of course.

Offline Nodor

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Having played numerous games where one player does mines and another player does command stations, while fiddly, it does work.

In multi-player games, most of the time (pre-destroyer) we have gone with contiguous systems with defined whipping boys.   This tends to limit the amount of mine rebuilding needed to post Exo or CPA clean-up.

I would not mind it if the defaults changed from 1K and 10K to 10K and 100K for increasing the "give resources" amount.   Usually, when one person is building a ZPG, or rebuilding their entire fleet, the resources needed are not chump change.