View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002391 | AI War 1 / Classic | Balance Issue | Jan 11, 2011 7:09 pm | Jan 15, 2011 6:01 pm | |
Reporter | MaxAstro | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.065 | ||||
Summary | 0002391: Manufactories not balanced for the new economy | ||||
Description | Back when harvesters produced 8 of a given resource, having manufactories be -12/+8 was about right - it made each one an emergency harvester, basically. However, with the new harvesters, it takes 2.5 manufactories just to produce as much as a single mark I harvester, which leads to needing rather silly amounts of manufactories to make any difference in the economy - I typically build 50 of each as soon as possible. This also makes auto-manufactory management even less useful, since they only activate at a rate one per second, and an extra 8 resources per second per second is a drop in the ocean. Could the manufactories be scaled up to match the current harvesters? -30/+20 or so? Doesn't seem like it would affect the balance, but it would make those initial 20 manufactories more able to affect your economy and reduce the need to spam giant numbers of them. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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I don't see what you are complaining about. It only takes 100 for me to make a dent in the resource imbalance when constructing something expensive. :P |
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Also, if I can tag it onto here: Please make it so that they activate faster; if they notice a lack of 120 crystal or metal per second, don't activate them one at a time, just activate 15 of them at once. Currently they're "swinging" wildly; if there's a lack of crystals, the metal will build up while the crystal manufactories slowly activate, and eventually more manufactories than you need are activated, which means that they won't start to deactivate until you run out of metal. At that point, you're suddenly gaining crystal, and will do so until enough manufactories have deactivated. And while you have a surplus of crystals, even if it is a very temporary surplus, the manufactories will keep deactivating. This swings around a few times, usually, before it hits that happy medium. |
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Mark I/II/III manufactories maybe? Working like 1/5/15 manufactories together, also tidying up the place :P |
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4.067 changed it from 12=>8 to 20=>14 (which is a slight buff to the ratio, actually). We can look at doing more after the official. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 11, 2011 7:09 pm | MaxAstro | New Issue | |
Jan 11, 2011 7:14 pm | TechSY730 | Note Added: 0008291 | |
Jan 11, 2011 7:31 pm | Toll | Note Added: 0008300 | |
Jan 11, 2011 7:32 pm | lyravega | Note Added: 0008301 | |
Jan 15, 2011 6:01 pm | keith.lamothe | Note Added: 0008572 | |
Jan 15, 2011 6:01 pm | keith.lamothe | Status | new => resolved |
Jan 15, 2011 6:01 pm | keith.lamothe | Resolution | open => fixed |
Jan 15, 2011 6:01 pm | keith.lamothe | Assigned To | => keith.lamothe |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |