Not much new has come up. But, I just want clarification.
At Cyborg, what do you mean when you say optimizing power usage? (not your exact words maybe) . Is it keeping the power level close to zero, 5000, 10 000, 20 000 ? If you're trying to optimize it to keep close to zero at all times then yeah, that's one hell of a lot of microing to do, and you need to chill.
And here is where you get it wrong. It's not about keeping the power level close to zero. In fact, that is the wrong way to optimize. I'm a little irritated at the outrage that's directed at my observation
when you clearly don't understand what I'm talking about, especially when I am completely correct about this being deterministic by a small child. Here is the chart, once again:
metal | Crystal | power | Rate(power per resource) |
2 | 2 | 5000 | 1250 |
15 | 15 | 40,000 | 1333 |
40 | 40 | 80,000 | 1000 |
If your power bill is 80,000, you need to come up with a way that involves turning reactors on and off to pay that bill. How do you do it?
A novice player may just turn on the Mark three reactor. This would be incorrect. Why? Because the efficiency rating is the lowest on the chart, meaning you are spending 40/40. I echo the other poster's concern that the efficiencies are unintuitive, not that it matters much because there's only three options and there's
only one right answer anyways.
The answer is to turn on two Mark 2 reactors. You would then be spending 30/30. At the end of the time unit, the bill is paid no matter the order you turn on reactors, but one way is clearly better than the other, and it is very obvious at that. If you were to make it an elementary school word problem, select the least amount of coins to add up to one dollar.
So, my complaint here is that the order in which you turn them on is mindnumbing, simpleminded, and forces you to pause the game. There is no other right answer. There is only one right way to do it. I know that must seem incredibly abrasive, how could this person claim there is only one way to do something? But alas, there is only one right way because every other way is always going to be less efficient. Sucks, but it's true, and I guess Keith will solve it at some point to involve more abstract pros and cons besides only efficiency. If you hate the fact that there is only one answer to the problem, then you should be in favor of solving the problem or making it a nonfactor completely in the way I suggested.
I will also reiterate my point that allowing you to autobuild reactors everywhere makes the game easy for
you to do something that is the
obvious player behavior. I'm asking for the same thing you are- make the obvious behavior easy to do. If you are for auto building, if you are for automatic manufactories, there's no reason you should be against the same easy answer here.
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Keith I think you bring up a good point with the knowledge raiding. The game changed a lot when you had to have supply to get knowledge. It was a point in the game where most of the players realized that the one true path was to just amass a huge army by researching everything you need until you have out-produced and out-teched the AI. It was indeed lame, and I supported that change. However, I think this affected the way reactors work. Why? Because reactors are the one variable that ties together army size and infrastructure. You just can't create one giant ball of units if you are restricted on your power requirements. However, the lax rules around power has made it so that power really isn't all that complicated. It's just annoying. That's all it is, a mosquito bite on the side of the player. It doesn't truly limit you, it doesn't affect the way you play, you just have to toggle them on and off (therein lies my annoyance). On top of that, it just slows the game down with resource deductions, which maybe you don't care about but optimizing players will.
So if we were to get back to making power a limiting factor on the army
AND infrastructure you can have going at once, if that's what it's meant to do, then we should explain why unit caps are insufficient. If it was meant to prevent the player from researching a whole bunch of stuff and building everything at once, I think you already solved that problem with knowledge raiding nerfs.