1 |
This whole caretaker thing is probably not an adoption issue. For like my first 2 games I built a second factory of the same kind, but the campaign quickly told me it's better to use multiple caretakers instead of multiple factories. If I had started with multiplayer instead, my teammates would have told me immediately not to make two of the same kind of factory. You learn pretty quick.
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1 |
This whole caretaker thing is probably not an adoption issue. For like my first 2 games I built a second factory of the same kind, but the campaign quickly told me it's better to use multiple caretakers instead of multiple factories. If I had started with multiplayer instead, my teammates would have told me immediately not to make two of the same kind of factory. You learn pretty quick.
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2 |
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2 |
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3 |
Although,
even
after
the
campaign
told
me
to
make
caretakers
instead
of
factories,
it
did
come
as
a
surprise
later
when
I
looked
on
the
wiki
and
found
that
build
rate
==
buildpower
given
sufficient
metal.
In
Age
of
Empires,
or
0ad,
adding
more
workers
to
a
single
building
has
diminishing
returns;
at
first
I
assumed
something
like
that
was
going
on.
|
3 |
Although,
even
after
the
campaign
told
me
to
make
caretakers
instead
of
factories,
it
did
come
as
a
surprise
later
when
I
looked
on
the
wiki
and
found
that
build
rate
==
sum
of
buildpower
of
factory
and
workers
given
sufficient
metal.
In
0ad
and
I
think
Age
of
Empires
as
well,
adding
more
workers
to
a
single
building
has
diminishing
returns.
|
4 |
\n
|
4 |
\n
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5 |
If any issue needs solving, I think it would be best to give facs greater buildpower and make them a little more expensive. Give them 40 buildpower and make them cost 1000. That way, the game works the way players from other RTS games expect it to work. They have no inclination to make a second factory because their first factory has all the buildpower they need. Although there is a potential issue with balancing the flow of metal - you don't want the 40 buildpower factory to be drawing 4x as much metal from the first minute, preventing players from building expansions. Perhaps that could be tweaked on the backend so that factories are just slightly lower priority builders.
|
5 |
If any issue needs solving, I think it would be best to give facs greater buildpower and make them a little more expensive. Give them 40 buildpower and make them cost 1000. That way, the game works the way players from other RTS games expect it to work. They have no inclination to make a second factory because their first factory has all the buildpower they need. Although there is a potential issue with balancing the flow of metal - you don't want the 40 buildpower factory to be drawing 4x as much metal from the first minute, preventing players from building expansions. Perhaps that could be tweaked on the backend so that factories are just slightly lower priority builders.
|