I have a batch of very systemic suggestions this time, please note that this text is long and that both features belong together, this is a complex suggestion "branch")
Suggestion - category GUI / Display
1)
Consumption and production rates of resources should be displayed
2) And averaged to 1 minute thus displaying an realistic display of the resources and income and expenditure one has when producing ships
3) What sounds odd at the start, is important for end-game scenarios where its really hard to predict how many resources a mixed construction queue will cost in relation to income one has
Reason: To fine tune economy especially once 20+ shipyards and 30+ converters are in play, it gets really hard to KNOW what your current consumption is, or even guess
Suggestion - category , they way resources are assigned to production -
Highly ComplexThe current system is impossible to predict. Shipyards should have a *fixed* consumption rate of resources at all times which they put "into" construction of a ship , even if big ships are built (and thus the build time is actually a limit of how many resources per second a shipyard can use to build)
Would fix
many issues
-build time counting up even though resource to finish the construction doesn't exist (especially starship constructors..)
-shipyards constructing (but not releasing) ships even though resource price has not been paid yet
-all shipyards would have the same consumption rate (engineers change it in a predictable fashion)
-thus a consumption display would actually show the *real* economic consumption and give players an indication what they need in terms of expansion and conversion
Side effects - Would give a reason to have MK2 and MK3 Shipyards (higher resource flow into a construction to decrease build times)
Would make engineers MUCH more important in that you could boost a shipyard in situations of resource excess
- Price for completion of ships would thus not be paid on "spawn" but during the entirety of construction, meaning that if you don't have resources, NOTHING is going to get build
What would such a change cause ...
- Production time is 100% dependent on resource cost
- Resource costs would have to be carefully fine tuned
- Resource costs would be paid over the entirety of a construction
- If you abort a building thats 90% completed, you loose 90% of the resources invested in it.
- If buildings are destroyed before they are build, you only loose a small % of the required resources for construction (you simply haven't put that much in yet)
- Build costs could be additional flagged with a "RPM (resources needed per minute)" in the tooltips
- Would make MASS spam of constructions very costly and potentially grind your economy to a halt
- Would mean that economy is much more important now, and that you can no longer mass produce in 32 shipyards just because you have "more" resources
- Would allow for the inclusion of Resource Storage Buildings MK1/MK2/MK3
- Would allow for purposeful upgrades to mines to boost their rate
- When there is no longer a "300k" limit, Players who invest in lots of storage can maintain lots of construction for a time
- Destruction of those Storage buildings would DESTROY the resources stored in it.
- Would give much more importance to economic build up and storage management / Protection
- Starting Station should have low storage levels to give a reason for research into that area and construction of storage)