@Cinth: The main problem with my original idea in this thread is that it's too complex to replace a core resource (I don't think it's too complex as a mechanic in general, just too complex for a core resource). The other big problem is that you'd not necessarily even want to use crystal in every game, or not use it very much. Ultimately it's something that might be good to do (I'm thinking as a minor faction of sorts that lets you get those per-planet-cap defenses) but it wouldn't work in this particular "slot".
@Everyone:
But
(everyone run and hide now) I have an idea!
It does
not try to add more take-and-hold irreplaceables.
It does
not try to address the chokepoint vs distributed defense issue.
It does
not try to let you build turrets outside supply.
It does
not try to make crystal radically different from metal.
It barely digs holes! (sorry, had to)So, what
does it do? I'm glad you a-(used-starship salesman is shot).
Anyway, the idea is to:
- Leave the fundamental role of m and c the same.
- But make the distinction between m and c far clearer.
- While NOT nerfing the overall econ strength of the player.
I say again,
NOT nerfing econ
At least, that's my intent, it's always possible I've overlooked something. If you think the below would be an econ nerf, please show me why.
So:
1) For every single human-buildable unit in the game: While leaving the actual m+c total cost the same, adjust the "what percent is metal?" (or crystal, depending on how you look at it) ratio according to this principle:
The higher the individual power of the unit, the higher % of its construction cost is crystal.
Possible examples:
- mkI and mkII fleet ships with standard caps (192 on high-caps) are 100% metal; mkIII is 5% crystal, mkIV is 10%, mkV is 15%
- really high-cap swarmer types are 100% metal all the way to mkV
- really low-cap fleet ship types (like the spire stealth battleship, etc) start at 50% crystal at mkI and work up to 70% at mkV.
- the cap-of-2 starships (flagship, heavy bomber starship, plasma siege starship, etc) start at 70% crystal at mkI and work up to 90% at mkV.
- the cap-of-1 starships (zenith, spire) start at 100% crystal, end of story.
- all turrets are pretty individually powerful and would thus have some non-trivial crystal %.
- most superweapons stuff would probably be all crystal (this would impact FS a lot, though we can adjust the hab center and such income to be more heavily crystal or whatever's needed therE), though some spirecraft are probably actually less individually powerful than a spire starship, I haven't checked lately.
-- edit from further discussion: all superweapon stuff would probably just be 50/50, at least until we figured out the balance.
2) Make Mapgen more deliberate about resource availability:
- For each HW: Instead of 12 randomly chosen resource spots, gets exactly 6 of each.
- For each non-HW: Instead of getting randomly between 0 and 4 of each resource (generally yielding an average of 4 spots per planet), gets put into 1 of 5 categories (with mapgen distributing planets between each of the 5 categories as evenly as possible) :
-- category 1: zero metal, zero crystal (edit from further discussion: actually, 1 metal and 1 crystal, instead)
-- category 2: 4 metal, zero crystal
-- category 3: zero metal, 4 crystal
-- category 4: 8 metal, zero crystal
-- category 5: zero metal, 8 crystal
3) Remove m<=>c conversion entirely.
In terms of overall economic impact, the average number of resource spots per non-HW planet would go from 4 to 4.8, a 20% increase. But of course if you found yourself out of one resource and unable to use the other, that's a downside.
But I'd say it's a much more avoidable downside than the current ratios of metal:crystal in building costs:
- It's much more intuitive what will cost which resource: if it's individually big (starships) or high-mark, it costs more crystal than metal. Otherwise it costs more metal than crystal.
- If you plan to use a lot of metal-heavy units (swarmers, not planning to unlock a lot of mkIII types, not getting much in the way of low-cap bonus ships from ARS's, etc), then you can simply aim for the planets that give you metal, and you can go for metal harvester upgrades as a higher priority than crystal ones.
- Vice versa if you plan to use a lot of crystal-heavy units (starships, high-tech stuff)
- If you plan to be pretty balanced, you can pick equally between crystal and metal planets, and either research in both harvesters or go for econ-station upgrades (in theory, at least)
So if you just totally bottom out on one resource while the other's sitting at cap and wasting income... well, it's much more likely than during the manufactory days that the problem exists between the keyboard and the computer
A few caveats:
- I suspect the above would lead to frequent metal surpluses and crystal shortages, since the stuff that costs mostly metal would also be the stuff that's mostly cheaper. There are a few ways in which we can correct for this; in any event it can be done.
- One thing we may need to do if we go this route is revisit how sharply the m+c costs scale with higher marks (specifically, mkIV and mkV).
- Energy converter running costs may need to change from 50% metal, I dunno. Conceivably we may even want to split it into one type which does m=>e and another type that does c=>e, which may help as a bit of a relief valve.
Anyway, thoughts?