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Extreme fix for the OD sharing problem: Remove energy.

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Date Editor Before After
7/20/2012 8:32:17 PMCArankPxtl before revert after revert
7/20/2012 8:31:45 PMCArankPxtl before revert after revert
Before After
1 Well, the "must touch destination" thing was the original inspiration for the idea, but you could do the "no energy resource" thing without it. 1 Well, the "must touch destination" thing was the original inspiration for the idea, but you could do the "no energy resource" thing without it.
2 \n 2 \n
3 Keep the grid, but 100% of the energy output from the grid goes immediately into overdrive for the mexes on the grid. 3 Keep the grid, but 100% of the energy output from the grid goes immediately into overdrive for the mexes on the grid.
4 \n 4 \n
5 Boom. Energy system is exactly the same as current, except effectively we've reduced storage to zero and removed the E-cost off all units and operations. 5 Boom. Energy system is exactly the same as current, except effectively we've reduced storage to zero and removed the E-cost off all units and operations.
6 \n 6 \n
7 You lose that direct coupling of "[i]This[/i] source is powering [i]that[/i] target to generate X metal" which provides some additional clarity and makes payback-based systems easier... but still, it's worth considering throwing out the energy resource and keeping everything else the same. 7 You lose that direct coupling of "[i]This[/i] source is powering [i]that[/i] target to generate X metal" which provides some additional clarity and makes payback-based systems easier... but still, it's worth considering throwing out the energy resource and keeping everything else the same.
8 \n 8 \n
9 You'd probably have to reduce OD efficiency across the board a bit though, to make up for all that free energy you're getting. 9 You'd probably have to reduce OD efficiency across the board a bit though, to make up for all that energy you're suddenly not-spending on units/shields/cloaks.