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Unread 25 Feb 2006, 03:45   #7
Shiprex
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Join Date: Feb 2006
Location: Scotland
Posts: 35
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Re: a research/construction queueing system

Quote:
Originally Posted by Shyne
Its been discussed before, I forgot the reasons why its good and bad, but springing to mind, shouldn't it be a reward that the most active players get their research done the fastest (by not missing ticks) ?

Anyone can login once a day to queue research and cons up.
If this is supposed to be as realistic a scenario based game then there should be the ability to make plans and if you like even programs that your development could follow. Then people who want to play and want a life and those who obsessively play can use their time to do what they prefer to be doing (PA/eat/sleep or PA/eat/sleep/life not in that order perhaps).

It would make those who play seriosuly work harder to find the right targets and strategies to overcome the casual player which for them would be a bigger challenge. Makes the ground more level for everyone.
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