Warehouses
A common strategy is to stockpile a great deal of resources in order to build out of incomings on your planet. (I use it myself a lot)
Whilst it is a valid tactic, it does tend to lead towards stagnation a little, with no penalty. What I'd like to suggest is that your planet as standard would be able to hold, say, 10m of each resource (figure plucked out of thin air) We would then have a new construction type called warehouse, which when built would allow additional resource to be stored on the planet. I think this could add slightly new dynamics with resource hoarders perhaps taking a little bit of a hit on income (reduced FCs) in order to keep up with their stock. |
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Like :up:
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Yes me too. And lets make it so that if you SK them, all the contents are destroyed!
Landing on someones stockpile and blowing it up would be more fun than a barrel of monkeys with dynamite strapped to their backs. |
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I'm not convinced about this.
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This might however lead to a lot of very high valued planets being unable to attack anybody because of their high value. Needs to be implemented carefully
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The silo project has been suggested I think multiple times before, but for some reason it has never struck through. It should be implemented, though, as it sounds like a very good addition to the structures and would force some choice between the mine mine mine stock stock stock and mine mine ware ware stock stock -to be.
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Also, the "unable to attack anyone" comes in controversy with the talk about lowbie bashing and bash limits. I mean, if there's too much lowbie bashing, and you'd feel higher bash limits would help, wouldn't this on the other hand escalate this issue? Quote:
Maybe a nonlinear bash limit could "help", but what sort of is a whole other story. |
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Sounds good to me
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A side effect of the changes made for this round actually forces this decision to some extent already.
You have to choose whether to stockpile and invest in factories to keep your production times down, or whether to order and keep your resource hordes low (and therefore production times low) and instead go for distorters, FCs or whatever. |
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er, what?
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Whats the point of putting in the hours of activity required to build mass finances centres ( like i did from tickstart last round) if u now do not have the ability to have a stockpile and Low prod times? |
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well i think i have suggested a diffrent approatch on the issue ealier, as it is now you only need 1 factory for each shipclass and can build as much as you want with it, how about you need 1 factory for building f.ex 1-3m res per tick.
means you have to build a bunch of them to have any use of stockpiling and have the abillity of selfcover if needed |
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the stockpileing crap is that makes the game stagnated and shitty so any change there is a good one, oh and no more cheating dorks can fiddle with the fund either :)
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Stockpiling, as much as dist-whoring, is an actual ingame tactic and giving choices to people over what they want to focus on is cool. That said I'd probably decrease construction times and take off the limit on constructions while doing this.
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Lets say you have a "basic" warehouse, but you have researched technology that lets you build "advanced" warehouses. why not let people upgrade their current warehouses. The same goes for all the other constructions. What I'd also introduce is the ability to remove constructions, and replace the construciton limit with a concepy of space - different construcitons would take up different amoutns of space e.g. heavy factory might be bigger than a light factory. |
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well then every little noob have a stash it kinda have lost the tactical adventage and are a bad future to the game |
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I've always liked the idea that lower down players would have some ratiod advantage over larger players so that the universe can restore balance in cycle.
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Wait... doesn't that kinda defeat the point of rankings in the first place? |
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This would certainly be a better idea than the current set up for R22.
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I support this idea, that would be a decent change for punishing stockpiling as tactic;)
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Can someone please explain to me why this stockpiling tactic needs punishing?
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they make sure any decent tactic is removed its supposed to make game play better apparently |
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