So, I did a little math (I'm sure everyone is shocked), and the proposed new numbers (20/31/73) produce some peculiar results.
First off, by increasing the value of the harvesters, you've also increased the value of the Exoshield. A quick set of calculations shows that, for the Mk I harvesters, it becomes worth protecting them if they get destroyed more often than every 750 seconds - about 66% more value out of the shield than before.
In all honesty: does
anyone really care
that much about protecting a harvester? Even if it's producing 1000/s, so long as it can be rebuilt with basically trivial effort (if you care, you use engies to speed it up)?
I'm thinking the answer approaches zero as experience increases
My point with the exoshield change was to give it a different
kind of utility in the form of shaping AI behavior in the system, as well as removing the bulk of the ongoing cost. If 750 K is still too much for that... dunno what to say, honestly. Will think about it.
If you're not going to III, I can't see buying II.
I thought the same, but also the same about Econ IIs, so I just tried to make them numerically similar.
Also, I wanted to confirm your '2 harvester' math, so I understand where you're coming from. So at 12 planets with an average of 1 metal and 1 crystal each, these should roughly compare to 12 Econ II/III stations in bonus, correct?
No, I meant an average of 2 resource spots of that kind. So if you have 13 planets (1 HW, 12 captured), you would have 26+ of either metal or crystal. You might not have 26+ metal AND 26+ crystal, and certainly there are some ways you could pick planets to not even come up with 13 of a specific kind (even with 4 on the HW), but the idea was that you generally would have a good chance at 26+ of one kind, particularly if you were thinking ahead with that in mind (not that you'd pick a planet solely for resources, but as a significant consideration).
Does it seem odd to anyone else that homeworld owns at least 1/3 of your harvesting resources after taking 12 planets?
It's normally been the case for rather a long time that the homeworlds have a lot of resources. But I dunno if it's quite that far off; if you pick 4-resource-spot planets you can match the HW with 3 of them. If you have 12 of them (admittedly unlikely), the HW is only 1/5.
For those curious, an 8*HW game will be disgusting economically with these things. 8*12*73 = 7008/s, and is only 3 HW worth of research to bring online.
Yea, I may just need to make harvester upgrade K cost be multiplied by 1+(x*(number_of_homeworlds-1)) for some x (1 would be too high), though this would be a first.
These will break 10/10 for multi-HW.
That's certainly possible, though with all the changes that have gone at least partially the player's way, it's likely that at least diffs from 9 through 10 will see an increase in AI wave and/or reinforcement size. The k-raiding and ST-hacking changes do compensate for a lot of those player buffs too, though.
Answer: Change mineral distrubution. Homeworlds are overloaded with harvester sites. Reduce homeworld harvesting and get MORE harvesters 'out in the wild' to encourage planet conquering.
I agree that this is desirable to at least some degree, though I'm not sure it's as far off as you appear to think. My thought is to change it from "12 spots per homeworld, 1-4 spots for most other planets" (there are some exceptions with higher results, I honestly don't know all the rules) to "10 spots per homeword, 2-4 spots for most other planets" (leaving those exceptions as-is).
And the finicky part is that changing this would probably cause resource spots in existing saves to move (some parts of the map are regen'd each time, not serialized). This used to be the case, at least, but we may have added some safeguards against that last time we ran into that. I don't think changing raid-engine/etc seeding will impact it, though, as I think that's a later stage of mapgen.
However, one of the 'boosts' for the AoE mines was they could hit mine immune things. Does this still count?
I didn't change that part: a mine-immune ship cannot trigger an area mine, but it can be hit by the aoe component if something else triggers the mine.
Is it possible to lower rebuild times without lowering build times?
Not with current mechanics, but it could be added if necessary. Basically have a non-standard "percent complete to start at when rebuilding starts"
In general you need a MASS of mines for them to have any significant effect. Though with the health boost I'm not sure of the impact.
You still need a big mass of them to do a lot of damage, but they're waaaaay cheaper now. Basically the standard mines will be a "sure, why not?" decision when building defenses, and the interesting part is in figuring out how to use them efficiently, as well as the satisfaction in blowing things up
And area and emp mines are there if someone particularly wants to pursue that, the former for 5x as much total dps as standard mines, the latter for a variety of utility cases.
Can the same ship hit the same mine twice?
Yes, but a ship can only trigger a mine once per game-second, but can be hit by any number of the aoe effects from mines-triggered-by-other-ships.
Is it a single collision detection?
Not sure what you mean, but a ship checks its collision circle against the collision circle of each "minefield" unit (which draws a texture that has 16 icons on it, if that's what you meant). A while ago they used to be placed individually and died on-hit, but that was more cpu/ram cost than it was worth.
I don't personally care about old games breaking. Either I can finish it up before I do a Beta download or I can live with it. I also don't play 3 month long games. I finish up games in a week or two, so that's probably part of it. That's part of being involved in the Beta testing. It IS Beta... *shrugs*
We never ever let a save-breaking bug stay; one of the occasional tests is loading up a game from before the first public release
But sometimes it does result in some fairly odd situations.