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Fundamental Economy Flaw

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12 years ago
In games where someone drops or quits, whoever ends up with the units is at economic disadvantage. Metal is shared equally, so the person who is now left holding twice as much ground is not getting proportional metal.

I just played a Folsom Deluxe game. My partner and I were winning south, but then he quit, leaving me with his units. It was a large game (7v7 I believe). I'm now stuck holding units 2v1 south. In other games, this wouldn't be an issue because I would be given the quitting player's economy as well. Instead, I'm stuck holding twice the front with only 17% more income. The enemy players now have a massive economic advantage.

I'm not sure how to fix this, but one suggestion would be to implement the feature where mexes directly give a percentage of income to the owner. This helps alleviate this issue, and also provides incentive to expand rather than sit in base and build fusions. Another might be to provide some sort of resource bonus to the person who ends up with a second army.

Thoughts?
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12 years ago
I like your suggestion and there was a time (perhaps it's still the case) that owner of the mex gets slightly more income (Licho said it was a limitation, not by design) so I felt that's a good thing because it gives a slight incentive to expand.

But I have to point out that in your example, if you're left fighting 2v1 in a 7v7 game, the obvious issue is that you need backup from your remaining teammates to even things out.
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12 years ago
In that case you should coordinate some team members to help out the player who is fighting 2v1. A resource bonus to the player with the second army is too much of an issue because how do you decide how much bonus they get. How long do they get the bonus for? What if a back fusion spam player dropped? Too many issues to fix.

Mexes already give 5% of their metal, tax and overdrive free.

So basically use more teamwork.
+1 / -0

12 years ago
So if you have 10 mexes you get a whole 1 untaxed metal to yourself? This sounds dangerous guys someone might get rich off that.
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12 years ago
No system is perfect.
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12 years ago
If possible, it would be great to have a modoption to chose the untaxed percentage.
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12 years ago
if possible, let the player decide the distribute of metals- i mean they can allocate metal automatically rather than manually, I often give metal to team via "H".
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12 years ago
u also lose storage if someone leaves
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12 years ago
Here is a good idea:

Have your team build one nano each at every single base.
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12 years ago
Or
1) Build nanos next to just your own factory
2) Share nanos to teammates
3) Trolololo!
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12 years ago
Meh my idea is better, it gives everyone equal resource usage when it comes to Unit Incubation.
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9 years ago
This post has been downvoted below -5 and collapsed, click here to expand
Yeah this games economy is a bubble
+0 / -7
Skasi
9 years ago
Ur face is a bubble. Stahp posting in three year old threads that are completely out of date. How the honk did you even manage to dig this up! :O

R.I.P. @[0K]FinDude, @[1uP]archl, USrank[Crimson]Fatalis and GBrankLoh[KoCN]
+4 / -0
9 years ago
NLrankPieterPost
Lol. Are u a some kind of necrotroll?
+0 / -0


9 years ago
Yes he is trolling, rezzed several old threads with his (useless) posts.
+0 / -0

9 years ago
He was banned from the lobby and he started to spam in forrums, now hes double forrum banned by 2 admins lol
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