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Ability to set production speed via slider

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Date Editor Before After
3/5/2022 5:10:11 AMAUrankAdminGoogleFrog before revert after revert
3/5/2022 5:09:55 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 A global slider for economy vs. military sounds ok, but how does it work in practice? Military is built as a constant rate while economy is built in bursts. Constructors walking between mexes is going to introduce peaks and troughs. It's probably good to build fusions and geos at high priority, faster than your average economic expenditure throughout the game. So, I just I think the decision:tedium ratio in the economy is too high for one of the following to not be true: 1 A global slider for economy vs. military sounds ok, but how does it work in practice? Military is built as a constant rate while economy is built in bursts. Constructors walking between mexes is going to introduce peaks and troughs. It's probably good to build fusions and geos at high priority, faster than your average economic expenditure throughout the game. So, I just I think the decision:tedium ratio in the economy is too high for ( at least) one of the following to not be true of any implementation:
2 * The economic slider is so simple that players have to fiddle with it more often than they were fiddling with constructors and priorities, all to implement the same decisions. Rather than telling your constructors to expand in an area on high priority, you will need to tell them to expand and fiddle with the slider. Rather than just set a fusion to high priority, you will need to set high priority and fiddle with the slider. 2 * The economic slider is so simple that players have to fiddle with it more often than they were fiddling with constructors and priorities, all to implement the same decisions. Rather than telling your constructors to expand in an area on high priority, you will need to tell them to expand and fiddle with the slider. Rather than just set a fusion to high priority, you will need to set high priority and fiddle with the slider.
3 * The economic slider is so complicated (eg setting resources aside to deal with fluctuations) that players don't understand it, so they can't really be said to be using it to make decisions. When players delegate control to unit AI, they need to know what the resulting commands will be, or else they're just playing a game of prodding the AI until they win instead of playing the underlying game. 3 * The economic slider is so complicated (eg setting resources aside to deal with fluctuations) that players don't understand it, so they can't really be said to be using it to make decisions. When players delegate control to unit AI, they need to know what the resulting commands will be, or else they're just playing a game of prodding the AI until they win instead of playing the underlying game.
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