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9 Dec 2007, 22:06
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#1
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mz.
Join Date: Aug 2005
Posts: 8,587
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Construction limit
I fail to see why planets should be limited at 150 constructions. I therefore propose adding 1 or 2 more infrastructure researches, to effectively remove the limit on constructions.
Thoughts?
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The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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9 Dec 2007, 22:07
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#2
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CRASHING BEATS 'N FANTASY
Join Date: Mar 2001
Location: Cold Country.
Posts: 1,912
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Re: Construction limit
Interesting idea. Certainly worth implementing, as it opens up the choices a player has to make.
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Ią! Ią! Munin F'tagn! - [*scendancy]
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9 Dec 2007, 22:39
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#3
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Come Closer, I Have Candy
Join Date: Feb 2006
Location: Vast Regions of Space Without a Lifejacket
Posts: 213
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Re: Construction limit
This is one thing that has always bothered me a bit about PA, I do think it should be at least tried
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MetallicAnomaly
[ROCK] || Conspiracy Theory || Ascendancy
Rounds Played: 3-9 16-19 23-33
I became insane, with long intervals of horrible sanity.
- Edgar Allan Poe
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10 Dec 2007, 00:57
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#4
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Jazz Man
Join Date: Jan 2003
Posts: 1,494
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Re: Construction limit
I agree on this, I maxed out my constructions a while ago & don't quite get why the limit is so low.
Can't see why a couple more stages can't be added to the tech tree.
To be honest, even 1 more option allowing for 250 would be sufficient for an entire round I think.
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Marv
Ex ROCK HC & PA Team Head of Support.
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10 Dec 2007, 01:34
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#5
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Construction limit
Agreed. I was thinking 2 increments of 50 myself, but 1 of 100 should do the trick just as well. 250 cons take 1330 ticks to build. Alternatively, add 1 of 50 and 1 of 100, making 300 in 1596 ticks.
__________________
The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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10 Dec 2007, 03:20
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#6
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The BOFH
Join Date: Mar 2001
Posts: 463
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Re: Construction limit
What about races which simply can't build constructions as fast? Cathaar can only just about get to 150 constructions in a 7 week round with the best government and population settings assuming there is no downtime. The downtime from this round means I won't even get to my 150th construction. Allowing other races to build even more constructions will cause further imbalance towards this.
I don't really see what advantages this change would actually bring, apart from the choice argument.
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10 Dec 2007, 03:31
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#7
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Banned
Join Date: Jan 2007
Location: saved your ass
Posts: 194
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Re: Construction limit
well that look like farming , they made constuction killer , slower ship so you can use them . i dont see what kind of tactic is implied here unless you dont really war or doesnt get a decent size account. maybe instead making a more powerfull cr bs race would be a idear or increase building point , even if it would be a dis/amp war .
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10 Dec 2007, 03:51
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#8
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Planetarion Forum Moderator
Join Date: Apr 2005
Posts: 1,289
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Re: Construction limit
One reason to have the limit of 150 is beyond roughly 100 the limit benefits large players way more then small players. When you get near the 100 construction mark constructions start to be a very expensive for the small players, especially when you do a cost benefit analysis. Large players don't notice the costs as much because they have resources to burn, but to the smaller players this is a huge deal. Plus with having the 150 cap it helps limit the advantages of distorters because when you have to build factories as well as distorters you now have to decide between whether to be able to produce and being unscannable, with a significantly higher construction limit this becomes less of an issue because you have more room for distorters.
Personally unless I'm going as a scanner I rarely get over the 100 mark even when I'm roid rich, the costs simply don't justify the expense.
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Romans 10:9-10
#strategy
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10 Dec 2007, 06:49
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#9
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F Crew
Join Date: Aug 2005
Location: sorel, quebec, canada
Posts: 268
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Re: Construction limit
i m cath, and i started 3-4 days late compare with most.. and i wont even get 70 constructions up! i understand those fast builders to want more..
but in truth, it would only make a gap bigger.
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They may be big, they may be small, they may be invisible.. but they all fall before me.. lol
[F-Crew] - You know when you've been [FC]uked
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10 Dec 2007, 16:23
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#10
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Construction limit
Quote:
Originally Posted by GReaper
What about races which simply can't build constructions as fast? Cathaar can only just about get to 150 constructions in a 7 week round with the best government and population settings assuming there is no downtime. The downtime from this round means I won't even get to my 150th construction. Allowing other races to build even more constructions will cause further imbalance towards this.
I don't really see what advantages this change would actually bring, apart from the choice argument.
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What about them? Like you pointed out yourself, you have a choice, I see absolutely no reason to place an artificial limit after which your choice becomes shit.
As for the overpowered distorter argument, disters don't need a certain number of dists, they need a certain construction speed. The limit is completely irrelevant, because whether there's a limit or not, scanners can always have more amps than disters can have dists, simply because scanners only need 0 or 1 factories, while disters need 3 (one of each, assuming Terran, other races irrelevant for obvious reasons).
__________________
The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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10 Dec 2007, 18:49
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#11
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Retired
Join Date: Feb 2001
Location: The Back Porch Bar
Posts: 2,593
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Re: Construction limit
I would agree with this suggestion.
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I'd rather be fishing.
Utterly useless since r3
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10 Dec 2007, 23:38
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#12
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~Evil Goddess Universe~
Join Date: Jul 2007
Location: skidegate
Posts: 22
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Re: Construction limit
this was a suggestion I am been talking to appocco about for a time.lol but he is always to busy to disscuss it. same with
when certain areas are done oh like research or someplace else you dont needs the constructs any more how about hving the tear down option and rebuilding them to where you need them? WITH a fee of course.. again:P going back to other games I play that are simular to pa .lol
and yes the building costs are high specially for scanners but aah well life is not cheap either ..... right?
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~karo~
BE a Drifter!! Dream a Drifter! Drifters have no lives! just alot of lives! hehehe
I am the most eveilest of goddesses!:P beware my wrath!
mowahahahahahahaa!!!!
did you believe me?
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11 Dec 2007, 15:30
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#13
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.
Join Date: Mar 2004
Posts: 3,382
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Re: Construction limit
that ****ing 8k hct limit should increase as well, even if we probably never see it reached again
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11 Dec 2007, 15:59
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#14
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Construction limit
It's 10k.
__________________
The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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11 Dec 2007, 16:19
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#15
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Banned
Join Date: Jan 2007
Location: saved your ass
Posts: 194
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Re: Construction limit
at risk of repeating maybe , making it so that theyr would be cluster war would actualy avoid you having more than 50 construction
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11 Dec 2007, 17:36
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#16
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Registered User
Join Date: Dec 2005
Posts: 936
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Re: Construction limit
good thing u reminded me there were such consturctions :/
edit: my point beeing its rather dull to order a new construction again and again... atleast when you order new ships, you see them with you on battle field next day, u can claim a bigger target... ordering constructions (even they ofc add bonus to your planet) will get dull rather soonish and will just cause u an extra click... I think constructions would really need some flavour, so I actually bother to click on them daily.
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If the opponent resists, CaRnage there will be!
Last edited by Ave; 17 Dec 2007 at 01:02.
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12 Dec 2007, 02:05
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#17
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Registered User
Join Date: Jan 2001
Posts: 1,663
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Re: Construction limit
If there are races able to construct more than 150 constructions in a round, with the proper settings (meaning a strategic choice with pros and cons) I see no reason to limit them at 150.
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<smith> You're 15 and full of shit.
<Furious_George> no, im 22
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12 Dec 2007, 03:16
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#18
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Banned
Join Date: Jan 2007
Location: saved your ass
Posts: 194
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Re: Construction limit
crosssing addidtion whit the % of chance a player will get wreck .
can let a ex. 100% increase player would be to eay for im to rebuild and suicide againsn t a enemies ....
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