Ok hear me out here's some crazy ideas. - Remove storage, add storage increase for every builder built. Rationale: the only strategy I know with storage is building things fast, for which you need lots of build power, so tying the two together make sense for me at least, and anything's better than having this building which currently is a noob trap. Could tie metal storage to number of builders and energy storage to number of energy buildings. - Another idea is when player has metal overflow (to other players in team) instead of overflow 100% overflow like 50% and the other 50% is converted into added storage ie start storage 500 reclaim 500 end storage is 750 and 250 overflow to team. - I really like the radar morph to air recon mechanic, because air is not always available and it allows access to just the scouting mechanic from air fac without actually building the air fac. I think some facs lack other mechanics currently that maybe can be added through a building morph? Maybe impaler and some variant of tremor could be a building, there's very specific situations where I want to build them (anti-shield/anti-porc/anti-terraform xploit) and other factories struggle. Besides, tremor and impaler are easily killed if spotted and buildings can have the big drawback in that sense of being even more easily targetable if spotted because they are immobile (you could possibly morph the building into mobile unit version for a cost). I mean the general idea is just to have these specialised units more accessible even if the cost is a bit higher/other drawbacks but without requiring the factory to be built.
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Here is another strategy You can do with storage which is hoarding energy, so you can rush heavy cloak, big shield, and assault repair without energy stalling.
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quote: - Remove storage, add storage increase for every builder built. Rationale: the only strategy I know with storage is building things fast, for which you need lots of build power, so tying the two together make sense for me at least, and anything's better than having this building which currently is a noob trap. Could tie metal storage to number of builders and energy storage to number of energy buildings. |
You could have so many shields you may need to build storages just to deal with the energy drain after they get bombarded. Beats having to beg you team for extra energy so you survive when the enemy merlins fire next salvo.
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I just cant resist. [Spoiler]See how much new players can store metal safely in the back, away from the dangers of the front. And it only did cost 1800 metal(and a victory??) to do the storages. So thats 6000 something metal kept off the field and safe.
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each storage should double the price for the next...
+1 / -1
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Storage is okay. Leave it alone.
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quote: the only strategy I know with storage is building things fast, for which you need lots of build power, so tying the two together make sense for me at least |
That is a reason to keep it separate. Plopping things fast is a fairly powerful ability - people can choose to pay for access to that ability. If you just add storage to constructors then that just buffs them (by a little, but still) by giving them that ability for free. This ability is mostly useful in FFA so it makes sense that it seems to suck in lobsterpot. Limited storage also acts as a penalty for mismanaging economy. You can choose to pay for a storage if you don't want to excess. Storage on cons dilutes this. Again, this isn't visible so much in lobsterpot because excess spills to teammates first and teams as a whole typically manage economy well enough. Most importantly, if you move the storage mechanic somewhere else (e.g. to cons) just to prevent noobs from building it, then noobs will just spam that thing instead and idle it in a corner. If you remove the mechanic completely then noobs will just waste metal on other useless crap. There is always another noobtrap.
+3 / -0
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quote: - Remove storage, add storage increase for every builder built. Rationale: the only strategy I know with storage is building things fast, for which you need lots of build power, so tying the two together make sense for me at least, and anything's better than having this building which currently is a noob trap. Could tie metal storage to number of builders and energy storage to number of energy buildings. |
Future wars already does this. The system in place gives: 10xBP for cons 250 for plates/caretakers 500 for factories/comms 1250 for funnelweb
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Since heavy bombardment on shields drains the energy on the player who owns it, what is the ruling of giving Aegis to other people so that this drain is shared? Giving a nano tower near your factory is stealing metal from the other person, and could be views in line of reclaiming their buildings. There was once someone built an expensive building next to my factory and my nano towers started building it. It took awhile before I realized I was not receiving reinforcements and was annoying. I think with energy it should be more relaxed, as long as you are not taking energy from a shield or cloak player.
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>Giving a nano tower near your factory is stealing metal from the other person Pretty sure that's not how it works. Caretakers do not assist other player's production unless manually ordered. If they would, that'd be a dealbreaker for them. >what is the ruling of giving Aegis to other people so that this drain is shared? Unnecessary and potentially harmful, because nothing is stopping other player to just morph Aspis and then walk it away. You are obviously better off by building storage and singu.
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quote: Storage is ok, leave it alone |
What about having a 0.001 % chance, when building a storage, of spawning a Detri instead? This way, the most useless structure in the game would have a chance of becoming the strongest unit on the battlefield, and the ends would be tied, the circle would be complete, Ying and Yang would become one. It would also lead to brand new strategies. Apart from a typical economy, there would be a new strategy, called "Detrinomy", which would consist of tons of builders periodically building and reclaiming storages in the back lines, hoping to find the "Golden Egg". It would introduce a new and interesting element, I say, lets give it a shot. Who is with me?
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quote: Caretakers do not assist other player's production unless manually ordered. |
Caretakers on Roam movestate help allied construction on their own.
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>Caretakers on Roam movestate help allied construction on their own Good thing caretakers aren't on Roam by default then. I didn't knew about different caretaker behaviour at all. Thanks for clarifying. >This way, the most useless structure in the game Maybe learn to use storage first?
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The game can be modified so that storage is more useful without adding bad chance, such as making every structure depend on grid connectivity and power except for generators and storage. It also puts a limit on how oppressive static defenses can be.
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quote: Since heavy bombardment on shields drains the energy on the player who owns it, what is the ruling of giving Aegis to other people so that this drain is shared? |
I have done this. The only problem is getting the ageis back if you want to morph it in to aspis and move it to a more useful spot. Generally I just give some to some high ranking player who I know doesn't need the energy. Part of my problem is in high elo variation team games I always make the assumption that my team will way overbuild energy and thus I can get away with just like one solar or something. Sometimes the team doesn't do that and I just screwed myself by not having any energy or even any cons in the back to build energy.
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Some thoughts: split Storages(mb by morph): 1k M OR 1k E option to toggle last overdrive update on/off so shieldballs/cloak without building E yourself is possible again. Builder storage is nice theory but impractical cuz 1 lihi/eos will make you lose it all.
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