1 |
There are arguments against both Removal and Sharing so here's a recap:
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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.
|