Author Topic: Resource caps  (Read 994 times)

Offline Lancefighter

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Resource caps
« on: October 29, 2012, 12:58:43 am »
Are we still currently thinking about the limitations of the resource caps?

After having to build my spire fleet for the third time (If I am not mistaken, a 5 city fleet comes out to about 8 million each metal and crystal), I am beginning to wonder if maybe the whole 1m cap on resources is a little.. restrictive.

 Is it maybe possible to do something like allow each spire hab center to *store* resources? Currently they still dont seem to be worth building over additional reactors or shipyards. Maybe if I were to build offensive cities of some sort, a 6x hab center would be the best.. But only because I wouldnt have anywhere to put the shipyards the reactors would support?

I think I estimated that building a city alone costs about 4 million crystal (slightly less metal, but still >3m)

I realize that rome was not built in a day.. But why not?  expanded the spire civilization from a single group of refugees into 5 thriving metroplises in 4 hours.. Why cant I build a city in less than 20 minutes?
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Offline wyvern83

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Re: Resource caps
« Reply #1 on: October 29, 2012, 02:32:36 am »
My initial thoughts are that messing with the resource ceiling will likely have an effect on the Fallen Spire campaign's game balance.

However given that the FS campaign is all about expensive construction projects and powerful weapons I think it has a good chance of being ok and would like see this explored.

Offline Wingflier

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Re: Resource caps
« Reply #2 on: October 29, 2012, 06:01:54 am »
I've suggested this before, but I personally think that allowing Economic Command Stations to increase your resource cap (scaling by rank) would make them much more attractive AND open up new strategical options such as what you're talking about. I'm not sure why the idea hasn't become more popular, especially with the recent Military Orbital buff.
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Offline Kahuna

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Re: Resource caps
« Reply #3 on: October 29, 2012, 06:22:42 am »
what Wingflier said^^ or add resource storage units for both resources. They could cost 75000 the same resource they store and 10000 energy and store up to 75000 resource. Balanced and awesome.
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Offline @B0FH

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Re: Resource caps
« Reply #4 on: October 29, 2012, 06:27:50 am »
I think the eco command station buff (storing resources) is an excellent idea, much better than storage pods as they will just get spammed (from my Total Annihilation days - needed HUGE energy reserves to let my Buzzsaw/Bertha batteries fire at will!!).  Has it been Mantis'd?

Offline Wingflier

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Re: Resource caps
« Reply #5 on: October 29, 2012, 06:50:54 am »
Hasn't been Mantised. There are so many good ideas I've been meaning to put in Mantis + 2 major posts I've planned to put in this forum, I just haven't had much time lately.

Feel free to Mantis the Eco idea yourself if you'd like. The main points I was going to make was that in comparison to upgraded harvesters and the recently Military Orbital buff, Economic Stations need help. This is a unique way to do it whole also opening up some new strategies to the game.
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