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make caretaker eco shared via whole team

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Date Editor Before After
7/12/2015 9:14:07 PMPLrankAdminSprung before revert after revert
7/12/2015 9:12:52 PMPLrankAdminSprung before revert after revert
7/12/2015 9:12:28 PMPLrankAdminSprung before revert after revert
Before After
1 There are arguments against both Removal and Sharing so here's a recap: 1 There are arguments against both Removal and Sharing so here's a recap:
2 \n 2 \n
3 [b]Sharing:[/b] 3 [b]Sharing:[/b]
4 * does not touch FFA. In FFA, con income can help make comebacks which is fun. [spoiler]I don't think it actually helps unless you completely screw up and I think it's okay to punish screwing up. It's easy to make a windgen with your hidden con before you die so energy is not a problem. You can reclaim either wrecks of your destroyed base, or any surviving units for metal. You can also use reserve to help save some resources or perhaps try to acquire some through diplomacy. [/spoiler] 4 * does not touch FFA. In FFA, con income can help make comebacks which is fun. [spoiler]I don't think it actually helps unless you completely screw up and I think it's okay to punish screwing up. It's easy to make a windgen with your hidden con before you die so energy is not a problem. You can reclaim either wrecks of your destroyed base, or any surviving units for metal. You can also use reserve to help save some resources or perhaps try to acquire some through diplomacy.
5 Example FFA comeback without con incomes: @B362409 [/spoiler]
5 * keeps the total team income unchanged (in all modes). This helps smooth the economy and makes things slightly cheaper, changing it would affect the pace of the game. 6 * keeps the total team income unchanged (in all modes). This helps smooth the economy and makes things slightly cheaper, changing it would affect the pace of the game.
6 [spoiler]I don't think the impact of con income is noticeable outside the nanofarming case. There was recently a change that made things slightly more expensive but it wasn't really tangible either.[/spoiler] 7 [spoiler]I don't think the impact of con income is noticeable outside the nanofarming case. There was recently a change that made things slightly more expensive but it wasn't really tangible either.[/spoiler]
7 \n 8 \n
8 [b]Removal:[/b] 9 [b]Removal:[/b]
9 * removes exponential economy. Exponential economy encourages the user to keep recycling the income back into creating even more income. Compare to overdrive which provides diminishing returns with square root. 10 * removes exponential economy. Exponential economy encourages the user to keep recycling the income back into creating even more income. Compare to overdrive which provides diminishing returns with square root.
10 * removes non-territorial economy. Overdrive incentivizes people to fight for territory and take care to link grids while nanofarms can be stacked in a corner. 11 * removes non-territorial economy. Overdrive incentivizes people to fight for territory and take care to link grids while nanofarms can be stacked in a corner.
11 * does not require a performance-heavy gadget to poll cons and distribute their income. 12 * does not require a performance-heavy gadget to poll cons and distribute their income.
12 * improves purity. Income is effectively Metalmaker Sidearm - cons already provide buildpower so providing tiny amounts of metal and energy is none of their business: that's what mexes and energy generators are for. Buildpower can already be changed into other resources through reclaim. 13 * improves purity. Income is effectively Metalmaker Sidearm - cons already provide buildpower so providing tiny amounts of metal and energy is none of their business: that's what mexes and energy generators are for. Buildpower can already be changed into other resources through reclaim.