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PW metal income

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11 years ago
It would make some sense for planets to generate metal, like 5 metal per turn so that stuff can actually be built instead of the whole planet being useless. Upgrades to metal income could be fun but will break balance in the late game. Instead some planets could be made more mineral-rich then others.
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11 years ago
good idea.

but i recommend range from 3-5 so its not that important and also not too much.
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11 years ago
This is a deliberate part of the new design. You only get metal from playing, therefore playing has it's own reward even when it isn't your battle, and the economy is not exponential.

Avoiding an exponential economy was a big goal of the design, though I'm actually not quite sure why (IMO, it wasn't a problem, and the only way a faction could ever get truly ahead).
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11 years ago
I could implement this, but no more than 1 per planet.

(assuming per-turn income of 20, this alone would double Dynasty's present income)
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11 years ago
Yeah but the income is spread among all players so it is not that much in the end.
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11 years ago
Believe me, with that much income, I could do alot more than right now in my position.
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11 years ago
KingRaptor, regardless of implementation it goes specifically against the design goals.

If the design goals don't make sense you discuss the design goals not the implementation.
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I think its fine now. Planets make energy not metal.
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11 years ago
I support this

theres not really a lot of advantage to having more planets than other factions atm

and metal that is only gained from playing seems a bit unfair considering factions like Cybernetic have 350 coms and Dynasty only has 220

not to mention its so slow, with the metal gained from playing, you can barely afford anything, I played something like 30 games to get about 700 metal
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11 years ago
Most of those comms dont play.
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11 years ago
There is three big advantages actually to planetary contol:

1. Energy Capacity: No planet can have more than 150 energy, and its cheaper at times to build generators on unusued planets.
2. Influence control: See Jirca, where 2 wormholes and a stabilizer equals .4% influence gained per turn through decay
3. Build slots: Each structure can only be built once on a planet, which can suck if you want more production of an item.
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11 years ago
4: Victory. It's a game. The goal is to win, right? And how do you win? Planets.

Saying that controlling planets is pointless is like saying that scoring goals in soccer is pointless.
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11 years ago
I'd still want to see some tangible benefit of each and every planet. Give the governor some M per turn for just having the planet, should make most economy-related things easier and will also promote getting more planets.
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11 years ago
They have tangible benefits.
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