I think storage as a gameplay element is kind of unfun at the moment.
I appreciate the recent economy enhancements and maybe it's a good time to rethink storage too?
Currently:
- Comm gives 500 m/e storage I believe
- Storage building gives 500 m/e additional
Problems:
- new players frequently build lots of useless storage buildings, possibly misled about what it does. This is a waste of m/e for the building cost itself so it generates hate for new players, which isn't fun.
- storages can hog team resources, so its in conflict with the "overflow share" concept which I think is actually a very fun and unique gameplay element in zerok.
- when comm dies you lose metal income and build power, but also your m/e storage, all of it. It's not fun having to desperately build a storage. Sometimes later in the game if you com dies you will have a bunch of other available build power (constructors/factories) and com was just a small part of it, but it still brings your economy to a halt due to loss of storage (way more important than loss of metal income from com??). Experienced player will just build a preventive storage mid-game. It seems overly taxing and unfun.
Some options/ideas:
1) Simply make storage building explode like a singu to discourage its use. Blowing it up makes up for the fun :)
2) Reduce com storage to 250 and add 250 to factory. At start of game total storage is same as before, because of free factory. If com dies you're still heavily hit by loss of 50% of your storage. I think we could remove the storage building itself or make it more expensive to discourage its use. Players can build additional factories to get storage instead of the storage building. Could also add a small amount of storage to constructors.
3) Add some base storage that players always have detached from anything. If we add a small base storage it will already make loss of com less problematic and works as a patch. If however we go extra mile and add a large base storage then we could just maybe remove this unfun gameplay element completely :). Maybe could also make storage grow over time during the game.
4) Go completely other way and give storage building a small metal income, turning it into a true economy building which has an actual use. Metal income could be sort of "interest" percentage depending on how much metal you already have in storage, or just a flat rate, say 2 metal/s 20 energy/s.
Maybe a combination of all the above?