Author Topic: The 999.999 resource cap is tedious MM  (Read 3907 times)

Offline Nibelung44

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The 999.999 resource cap is tedious MM
« on: July 11, 2013, 01:08:29 am »
Why the cap is so low. And yes, this is low  :P

You can accrue to 999.999 in 100 seconds, if you generate 10.000 resources per second. This force you to watch constantly your stockpile and when in a tough battle that's not evident to do. Plus a lot of ships and defences cost much more, so you are forced to micromanage the number of engineers assisting the big project, so that they don't drain too fast the meagre reserve you are allowed to store.

Bottom line, why? Why the cap is so low? On purpose of what? To force you to micro manage your queues? To force you to pause often the game? Why it would be a problem in design, if the cap was 10 times bigger? Why we can't have buildings augmenting this cap, for players who think they would enjoy that?

Offline TechSY730

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Re: The 999.999 resource cap is tedious MM
« Reply #1 on: July 11, 2013, 01:11:27 am »
I hope as part of the stat "deflation", the resource costs of stuff gets deflated as well, thus indirectly making this cap much larger relatively.

That said, yes, part of the idea is to encourage you to be more active and send units out when you have the economy to quickly replace them.
« Last Edit: July 11, 2013, 01:14:20 am by TechSY730 »

Offline The Hunter

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Re: The 999.999 resource cap is tedious MM
« Reply #2 on: July 11, 2013, 01:14:55 am »
The purpose is so player wouldn't leave the game running at the very start when he goes to sleep to get 9,999999999999998e+31 resources when he wakes up, i assume. :P

Offline LaughingThesaurus

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Re: The 999.999 resource cap is tedious MM
« Reply #3 on: July 11, 2013, 01:18:46 am »
I honestly think the cap is fine. Put a mercenary space dock on control group 0, and tell it to not build if your total resources are below, say, 1,000,000 (in the ctrls-by-control-group menu). That way, you have 500k/500k at all times to refleet elsewhere. Make sure you've got, say, mercenary fighters on loop and rallied. That way, you will actually have a fairly big fleet sitting at home just waiting for you. Mark IV fleet, too. Always nice to get those little reinforcements.

Offline chemical_art

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Re: The 999.999 resource cap is tedious MM
« Reply #4 on: July 11, 2013, 01:21:40 am »
I honestly think the cap is fine. Put a mercenary space dock on control group 0, and tell it to not build if your total resources are below, say, 1,000,000 (in the ctrls-by-control-group menu). That way, you have 500k/500k at all times to refleet elsewhere. Make sure you've got, say, mercenary fighters on loop and rallied. That way, you will actually have a fairly big fleet sitting at home just waiting for you. Mark IV fleet, too. Always nice to get those little reinforcements.

So THAT is how that works. I was wondering how to set that up...
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Offline Bognor

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Re: The 999.999 resource cap is tedious MM
« Reply #5 on: July 11, 2013, 01:24:02 am »
LaughingThesaurus beat me to it.  See the 6.024 patch notes for details.  For best results, combine with Zenith Trader toys.
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Offline The Hunter

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Re: The 999.999 resource cap is tedious MM
« Reply #6 on: July 11, 2013, 01:36:43 am »
Huh, didn't know that same is possible for buildings as well. Thanks~ :)

Offline Coppermantis

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Re: The 999.999 resource cap is tedious MM
« Reply #7 on: July 11, 2013, 03:46:46 am »
Wow, I also was unaware of this. Very cool.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Shrugging Khan

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Re: The 999.999 resource cap is tedious MM
« Reply #8 on: July 11, 2013, 04:48:13 am »
Yep. Zenith Trader gimmicks, Golems, Merc Docks...that's what surplus resources were invented for!
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Offline Tridus

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Re: The 999.999 resource cap is tedious MM
« Reply #9 on: July 11, 2013, 06:50:19 am »
I prefer to set it at 1,800,000 as that means I've got enough resources in storage to drop 20 engineers and rush build a mk II fortress or get a Spire City going, but the general feature is pretty awesome.

One caveat with the mercenary space dock is that if you put it in one of these groups, its ships come out in the same group. That means they won't repair while you're below the resource limit specified.

Offline madcow

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Re: The 999.999 resource cap is tedious MM
« Reply #10 on: July 11, 2013, 09:06:35 am »
Wait so in addition to this, if you hotkey a unit building structure, all the units it makes comes out on the same hotkey?

Offline DrFranknfurter

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Re: The 999.999 resource cap is tedious MM
« Reply #11 on: July 11, 2013, 09:11:16 am »
one addition: the mercenary units will repair with mini-fortresses even when below that resource limit. Also, if you press control + shift + 1 it adds things to control group (1), good for keeping constructors on all worlds on the same group... if you aren't used to using control groups or setting the control group specific settings.

Offline Tridus

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Re: The 999.999 resource cap is tedious MM
« Reply #12 on: July 11, 2013, 09:40:14 am »
Wait so in addition to this, if you hotkey a unit building structure, all the units it makes comes out on the same hotkey?

That's been my experience, yes. And no, they don't repair at mini forts in my game unless I'm over the resource threshold. I mean the repair lines show up on screen, but nothing happens.

Offline madcow

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Re: The 999.999 resource cap is tedious MM
« Reply #13 on: July 11, 2013, 10:05:29 am »
Wait so in addition to this, if you hotkey a unit building structure, all the units it makes comes out on the same hotkey?

That's been my experience, yes. And no, they don't repair at mini forts in my game unless I'm over the resource threshold. I mean the repair lines show up on screen, but nothing happens.

Okay that's awesome.  I had been wanting something like this so I can keep better track of my capital ships (especially my raiders), so great!  I wish all these handy little tips were collected in one place.

Offline TechSY730

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Re: The 999.999 resource cap is tedious MM
« Reply #14 on: July 11, 2013, 10:58:03 am »
One caveat with the mercenary space dock is that if you put it in one of these groups, its ships come out in the same group. That means they won't repair while you're below the resource limit specified.

Yes, and the fact that this cutoff applies to repair as well as construction is the #1 reason why I am not using the feature.

I'd love to see the ability to set the cutoffs for repair and construction be able to be set separately, or even just have one but not the other.