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Hangups preventing adoption

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Date Editor Before After
8/2/2020 10:36:35 PMUSrankBerder before revert after revert
8/2/2020 10:34:43 PMUSrankBerder before revert after revert
8/2/2020 10:26:55 PMUSrankBerder before revert after revert
Before After
1 This whole caretaker thing is probably not an adoption issue. For like my first 2 games I built a second factory of the same kind, but the campaign quickly told me it's better to use multiple caretakers instead of multiple factories. If I had started with multiplayer instead, my teammates would have told me immediately not to make two of the same kind of factory. You learn pretty quick. 1 This whole caretaker thing is probably not an adoption issue. For like my first 2 games I built a second factory of the same kind, but the campaign quickly told me it's better to use multiple caretakers instead of multiple factories. If I had started with multiplayer instead, my teammates would have told me immediately not to make two of the same kind of factory. You learn pretty quick.
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3 Although, even after the campaign told me to make caretakers instead of factories, it did come as a surprise later when I looked on the wiki and found that build rate == buildpower given sufficient metal. In Age of Empires, or 0ad, adding more workers to a single building has diminishing returns; at first I assumed something like that was going on. 3 Although, even after the campaign told me to make caretakers instead of factories, it did come as a surprise later when I looked on the wiki and found that build rate == sum of buildpower of factory and workers given sufficient metal. In 0ad and I think Age of Empires as well, adding more workers to a single building has diminishing returns.
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5 If any issue needs solving, I think it would be best to give facs greater buildpower and make them a little more expensive. Give them 40 buildpower and make them cost 1000. That way, the game works the way players from other RTS games expect it to work. They have no inclination to make a second factory because their first factory has all the buildpower they need. Although there is a potential issue with balancing the flow of metal - you don't want the 40 buildpower factory to be drawing 4x as much metal from the first minute, preventing players from building expansions. Perhaps that could be tweaked on the backend so that factories are just slightly lower priority builders. 5 If any issue needs solving, I think it would be best to give facs greater buildpower and make them a little more expensive. Give them 40 buildpower and make them cost 1000. That way, the game works the way players from other RTS games expect it to work. They have no inclination to make a second factory because their first factory has all the buildpower they need. Although there is a potential issue with balancing the flow of metal - you don't want the 40 buildpower factory to be drawing 4x as much metal from the first minute, preventing players from building expansions. Perhaps that could be tweaked on the backend so that factories are just slightly lower priority builders.