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No storage after com dies is noobtrap

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Date Editor Before After
4/28/2018 9:05:00 AMEErankAdminAnarchid before revert after revert
Before After
1 [quote]Factories +250 1 [quote]Factories +250
2 Solars +10 2 Solars +10
3 Fusion +50 3 Fusion +50
4 Geo +25 4 Geo +25
5 Pylons +50 5 Pylons +50
6 Mexes +15 6 Mexes +15
7 \n 7 \n
8 ...etc 8 ...etc
9 \n 9 \n
10 Storage should grow organically with the size your eco. Building storage doesn't really add any meaningful decisions to the game. You just build 1 if your comm dies, otherwise never used. 10 Storage should grow organically with the size your eco. Building storage doesn't really add any meaningful decisions to the game. You just build 1 if your comm dies, otherwise never used.
11 Total nub-trap and another eco thing to remember to do. [/quote] 11 Total nub-trap and another eco thing to remember to do. [/quote]
12 At this point why are you not suggesting to remove storage as a mechanic? Have it be something constant, transcended and possibky infinite. If you're bolting it on literally everything, the effect is the same as to remove it. 12 At this point why are you not suggesting to remove storage as a mechanic? Have it be something constant, transcendent and possibly infinite. If you're bolting it on literally everything, the effect is the same as to remove it.
13 \n 13 \n
14 Compare with sonar. Currently, almost everything that may need sonar, has sonar. As a consequence, sonar pretty much does not exist. Storage on everything would be similar if not the same. 14 Compare with sonar. Currently, almost everything that may need sonar, has sonar. As a consequence, sonar pretty much does not exist. Storage on everything would be similar if not the same.