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I miss building multiple factories

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Date Editor Before After
7/20/2019 2:05:44 AMUSrankCrazyEddie before revert after revert
Before After
1 A suggestion that might address Anarchid's issues, and some others. 1 A suggestion that might address Anarchid's issues, and some others.
2 \n 2 \n
3 GoogleFrog's scheme effectively implies the following: 3 GoogleFrog's scheme effectively implies the following:
4 * A factory's buildpower costs 200m 4 * A factory's buildpower costs 200m
5 * Unlocking new tech costs 600m 5 * Unlocking new tech costs 600m
6 * Deploying additional buildpower for existing tech near an existing location is free 6 * Deploying additional buildpower for existing tech near an existing location is free
7 * Deploying additional buildpower for existing tech in remote locations costs up to 400m depending on remoteness 7 * Deploying additional buildpower for existing tech in remote locations costs up to 400m depending on remoteness
8 I.E. a new-tech fac in your base costs 800m, an existing-tech fac in your base costs 200m; a new-tech proxy fac costs 800m, an existing-tech proxy fact costs 600m.
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9 I.E. a new-tech fac in your base costs 800m, an existing-tech fac in you base costs 200m; a new-tech proxy fac costs 800m, an existing-tech proxy fact costs 600m.
10 \n 10 \n
11 My suggestion is this: the metal spent on unlocking tech (600m) or on building in a new location (up to 400m) is lost as soon as it's spent. So a completed factory, no matter how much was spent on it, is only worth 200m (the value of its buildpower) for things like reclaim and repair and so forth. That addresses concerns like "The 200m factory is going to have full health of a 800m factory, which will make it repair four times faster/cheaper" and "Plopping a 800m factory, then building two 200m copies, then reclaiming the original for 400m will double your buildpower for no net metal cost". 11 My suggestion is this: the metal spent on unlocking tech (600m) or on building in a new location (up to 400m) is lost as soon as it's spent. So a completed factory, no matter how much was spent on it, is only worth 200m (the value of its buildpower) for things like reclaim and repair and so forth. That addresses concerns like "The 200m factory is going to have full health of a 800m factory, which will make it repair four times faster/cheaper" and "Plopping a 800m factory, then building two 200m copies, then reclaiming the original for 400m will double your buildpower for no net metal cost".
12 \n 12 \n
13 Another suggestion: as players on an allyteam plop their initial factories, go ahead and apply the discounts for duplication and proximity, and any amount discounted from the nominal 800m factory cost is refunded and split across the players in the allyteam. This way, if two players plop the same fac next to each other they haven't wasted a potential 600m. Which means players won't feel pressured to choose a fac they don't want to play just to not waste the potential to unlock new tech for the team. 13 Another suggestion: as players on an allyteam plop their initial factories, go ahead and apply the discounts for duplication and proximity, and any amount discounted from the nominal 800m factory cost is refunded and split across the players in the allyteam. This way, if two players plop the same fac next to each other they haven't wasted a potential 600m. Which means players won't feel pressured to choose a fac they don't want to play just to not waste the potential to unlock new tech for the team.
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