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suggestion: if you have no storageroom you cant reclaim

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11 years ago
i never understood how you can exceed metal.
i have a suggestion that maybe also solves the storage underusement:

if you have no free storageroom for metal, you cant reclaim!
i think it makes sense, when your storage are full, reclaim stops.
if you want to reclaim fast a huge amount of wreck, you have to build storages.

do you like?
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FIrankFFC
11 years ago
no
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11 years ago
What if you are reclaiming to clear a battlefield from wrecks that are blocking your units?
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11 years ago
no, NO, YOU SILLY... SILLY!!!

WHEN YOU RECALIM NUBTONIUM AND RUN OUT OF STORAGE RECLAIMED NUBTONIUM IS AUTOMATICALY TELEPORTED TO ALLIES NUBTONIUM STORAGES AND IS STORED AS NUBTOIUM SULFATE TILL IT IS USED
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11 years ago
also, reclaim is useful even when all ur allies are excessing because it prevents the enemy from getting it
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11 years ago
quote:
do you like?


no
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It is actually a really good idea to automatically slow or stop reclaim when storagte is full in the same way construction is slowed or stopped when storage is empty.

However, this needs to be based of the total teams storage, but it would work in 1v1. The only catch is that sometimes you want to reclaim something just to deny it to the enemy (Almost never to just 'clear out an area'....).
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11 years ago
This is a tricky question. On the one hand, preventing newbies from wasting resources does help them to not fall too far behind. On the other hand, the reclaim system is just "randomly" failing with no indication why, not to mention that metal denial is important regardless of how much buildpower one has.

I'm generally a proponent of systems failing fast, so as to tighten the feedback loop and make learning the system that much faster, I'm not sure there is a winning idea here. I'd suggest some indicator, clippy comment, glow colour on metal, or sound, but I'm concerned it would be lost in the general noise of learning the game.

I'd say that reclaim failing on full storage and requiring an override to deny metal is harder to learn than that metal is being wasted by the reclaim.
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11 years ago
NO. It shouldnt. Imagine if its speed metal. Dont dare to even try reclaim anything. Doesnt matter if your factory is blocked or whatever it is good as it is, you are searching problem where is no problem and this "solution" would introduce more problems.
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11 years ago
Make reclaiming constructors actually leak nanoclouds when causing excess by reclaim.

Bonus points: make metal extractors leak when excessing as well.
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yay... cool idea!

if it now leakage like oil spill then it will really make everyone want to use metal to the fullest.

EDIT, BONUS Feature(?): instead of oil spill we have wreckage spillover? lol
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11 years ago
I think its a game design to spam storage, so you can actually kill enemy treasure in game, Like ppl like to kill E Eco (and do not like Ecell cause of it). Most big game i have at least 6 storage.
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11 years ago
imo you should have 1 storage for every 10m/s income
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11 years ago
what if your factory is clogged by wreckage and that causes you to excess metal? would be impossible to clear the factory.
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11 years ago
+1 to all @[EXPLETIVE_REDACTED] posts above.

My Solution:
* Excessing storages produce heaps around them - ready for reclaim.
* If you have at least 1 storage, it can re-produce itself like puppy from the heaps they produce.
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11 years ago
And what if you excess in the most common case - without having a single storage at all?
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11 years ago
then you fail.

If you play FFA, personal fault.
If you play team and no TEAMer has 1 storage, team fail

If players say, team should coop anti-nukes and dets, team could also coop storage (it is less m than 1 con).
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11 years ago
Then your solution solves nothing, essentially. In teams, your excess overflows to team mates anyway; in duel and such, it gets silently wasted with no visual indication.
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Excessing storages produce heaps around them - ready for reclaim.
* It moves the metal into your base.

If you have at least 1 storage, it can re-produce itself like puppy from the heaps they produce.
* It solves excess, because your storage increase to decrease further excess until you have the required build power.
* This way it could consume more metal but doesn't require e to be build (like puppy)

EDIT: If storages could salvage and transports move wrecks, it wouldn't even be an issue.
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People build storages? I've never seen it in experienced 1v1 (and not noticed it outside of newbie games with teams).

Granted, having a reason to want to build storages (as opposed to a reason to have to) is probably a good thing, since they aren't used and they do exist. I kinda like the metal excess dropped around storages idea (if only because it makes storages work with this reclaim idea a bit more fluidly), though I'm not sure that doesn't diminish the importance of the wastage involved.
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