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IDProjectCategoryLast Update
0002391AI War 1 / ClassicBalance IssueJan 15, 2011 6:01 pm
ReporterMaxAstro Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.065 
Summary0002391: Manufactories not balanced for the new economy
DescriptionBack 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.
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TechSY730

Jan 11, 2011 7:14 pm

reporter   ~0008291

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

Toll

Jan 11, 2011 7:31 pm

reporter   ~0008300

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.

lyravega

Jan 11, 2011 7:32 pm

reporter   ~0008301

Mark I/II/III manufactories maybe? Working like 1/5/15 manufactories together, also tidying up the place :P

keith.lamothe

Jan 15, 2011 6:01 pm

administrator   ~0008572

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.

Issue History

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