1 |
Seriously, metal is what's important. The energy bar is, at best, a distraction.
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1 |
Seriously, metal is what's important. The energy bar is, at best, a distraction.
|
2 |
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2 |
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3 |
Now, this doesn't mean remove OD, or using energy-structures to support heavy defenses.
|
3 |
Now, this doesn't mean remove OD, or using energy-structures to support heavy defenses.
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4 |
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4 |
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5 |
Just
remove
the
energy
bar,
and
the
web.
Every
energy
building
supplies
its
*full*
energy
output
to
every
nearby
energy
consumer.
A
solar
adjascent
to
2
mexes?
Puts
2
OD
into
each
mex.
No
web,
no
"only
your
excess
energy",
the
OD
isn't
even
evenly
divided
between
the
mexes.
Just
"yay,
2
in
each".
|
5 |
Just
remove
the
energy
resource
(
income/expenditure)
,
and
the
web.
Every
energy
building
supplies
its
*full*
energy
output
to
every
nearby
energy
consumer.
A
solar
adjascent
to
2
mexes?
Puts
2
OD
into
each
mex.
No
web,
no
"only
your
excess
energy",
the
OD
isn't
even
evenly
divided
between
the
mexes.
Just
"yay,
2
in
each".
|
6 |
\n
|
6 |
\n
|
7 |
Boom. We lose the ambiguity of "which energy structure is providing which overdrive". We lose the ambiguity of sharing E vs. putting it into the OD economy. We lose the inconsistency between OD and web-requirements.
|
7 |
Boom. We lose the ambiguity of "which energy structure is providing which overdrive". We lose the ambiguity of sharing E vs. putting it into the OD economy. We lose the inconsistency between OD and web-requirements.
|
8 |
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|
8 |
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|
9 |
And you get people building E at the front, because if you want to get that DDM up and running, you need a goddamned fusion up there (drop the grid requirement to 20 so we can put DDMs on our Geos).
|
9 |
And you get people building E at the front, because if you want to get that DDM up and running, you need a goddamned fusion up there (drop the grid requirement to 20 so we can put DDMs on our Geos).
|
10 |
\n
|
10 |
\n
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11 |
Cloak? Free. Shield charge? Free. Rez? Free. Adjust unit-costs and charge/rez rates accordingly.
|
11 |
Cloak? Free. Shield charge? Free. Rez? Free. Adjust unit-costs and charge/rez rates accordingly.
|
12 |
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|
12 |
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13 |
There are probably glaring flaws in this plan, not the least of which is that placement of energy-buildnigs would have to be obsessively perfect to make sure it perfectly touches the nearby mexes (this was the problem with the 500M OD pylon), and that a lot of Geos would be worthlessly located.
|
13 |
There are probably glaring flaws in this plan, not the least of which is that placement of energy-buildnigs would have to be obsessively perfect to make sure it perfectly touches the nearby mexes (this was the problem with the 500M OD pylon), and that a lot of Geos would be worthlessly located.
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14 |
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|
14 |
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15 |
But it would fix a lot too, and simplify away something the game doesn't really need. The implicit would become explicit - a user could see *exactly* how much metal his fusion is generating.
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15 |
But it would fix a lot too, and simplify away something the game doesn't really need. The implicit would become explicit - a user could see *exactly* how much metal his fusion is generating.
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16 |
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16 |
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17 |
You could apply the mex payback logic to E buildings and have it behave coherently.
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17 |
You could apply the mex payback logic to E buildings and have it behave coherently.
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18 |
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18 |
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19 |
No, I don't expect anybody to *like* this idea, I'm just throwing it out there as a drastic solution to the problem that popped into my head.
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19 |
No, I don't expect anybody to *like* this idea, I'm just throwing it out there as a drastic solution to the problem that popped into my head.
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