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Originally Posted by Korsan
Also a limit on how much % of your population can be assigned would be great. Having 100% of your entire population working for science would be unrealistic.
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The cap is through constructions.
A player can choose what he wants to assign his population to, one player might decide to build research labs to get their population into research to rush something, another may decide to build more construction yards to increase there construction speed for more pop/refineries, another may just spam build living quarters as they're roiding alot.
Whatever a player chooses to do, they're behind in the other area's. Players will tend to the majority of there population into mining if they have the roids but especially early on, someone who gets alot of roids and wants to mine them all will be sacrificing there research/construction speed.
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So maybe we could take into consideration the hard coded limit we have at current pa. The only difference should be that assigning population no longer works just through sliders but as you mentioned through buildings
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There is a limit.
Research labs highers the amount you can put into research etc.
Quote:
Originally Posted by MrLobster
An upper lock is the problem we have atm, most people put 25% into mining, 50% research, 25% cons. Then switch research to security at the end.
Its because the current system just "adds" to values, it doesnt actually set the value. Everything starts at 100%, and your given the "added" bonus from the population with no real downside.
I suppose I can see from the perspective that a scientist doesnt work for nothing, so perhaps we need farms that provide food for the population, so you can never have all your pop in one area.
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A player will never have all their population in one area, as it heavily sacrifices other area's of their game. A player who spams research labs, will be behind on constructions, security, shipyards. They will also need to keep buying living quarters if they wish to get more and more roids, which means sacrificing constructions (construction speed) will start to have a negative effect on their gameplay.
Players can choose which area's they prioritise (or try to balance every area) but prioritising one area has a negative effect on the other area's. It allows more strategys to be developed within the population system with each strategy having its time in the round where its good but also stages where other strategys are better.