Why 7 and 21?

Discussion in 'Planetary Annihilation General Discussion' started by squishypon3, May 12, 2015.

  1. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,356
    A little question I brought up- Why do metal extractors go in multiples of seven? In hindsight do you think multiples of 2, 5, or 10 could have worked better?

    Personally I like 5, but that's with admitted bias. =P
    tatsujb likes this.
  2. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    It does seem like a strange jump in eco.

    What does the jump in fabber power look like, maybe T2 fabbers and factories require 21 metal extractors to run?
  3. Clopse

    Clopse Post Master General

    Messages:
    2,535
    Likes Received:
    2,865
    Sorry for going off track a little, but this reminded me of a weird occurrence with metal values in beta. It still occurs today too.

    In beta we had 10,17,24,31,38,45,51

    Now we have 20,27,34,41,47

    I have no idea how or why this happens. Ie last two numbers in the sequence are +6 and not the normal +7.
  4. killerkiwijuice

    killerkiwijuice Post Master General

    Messages:
    3,879
    Likes Received:
    3,597
  5. trialq

    trialq Post Master General

    Messages:
    1,295
    Likes Received:
    917
    Rounding error in the display I expect. The metal rate is a float, I'm guessing the eco bar simply truncates or rounds down, so 51.9999 is displayed as 51.
  6. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,356
    Because round numbers are easier to guess the affects of. :p

    What's easier to find the multiples of? 2s, 5s, 10s, or 7s?
  7. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    T2 mex give 24, not 21.

    5 or 6 metal per mex would be good IMO.
  8. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,356
    24 is even weirder, because then they're not even multiples of eachother! D:
  9. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Back when Scathis was going insane 13 months ago, he changed the mex output from 28 to 108, then when he realized he was insane he set it, not back to 28, but to 24. It, like so many other aspects of Planetary Annihilation's balance, has remained at 24 since without anyone questioning it or restandardizing it. It serves as a reminder of how broken Planetary Annihilation's balance is, how much is broken and in need of complete rethinking.

    Uber plz
    [​IMG]
    Remy561 likes this.
  10. MrTBSC

    MrTBSC Post Master General

    Messages:
    4,857
    Likes Received:
    1,823
    10 and 20 i say ...
  11. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Only with a massive rebalance of every metal cost in the game.
  12. MrTBSC

    MrTBSC Post Master General

    Messages:
    4,857
    Likes Received:
    1,823
    i don't think you need to rebelance every unitcost ..
  13. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Um yeah you do if you don't want to have an insane spam/turtlefest with t2 rush galore.
    squishypon3 likes this.
  14. MrTBSC

    MrTBSC Post Master General

    Messages:
    4,857
    Likes Received:
    1,823
    actualy this IS what i want
    making t2 rush more viable .. though not as powerfull in eco ... but i also want to keep t1 spam viable aswell so its a propper choice ...

    could aswell be 15/20 or 15/15 or 10/15

    you guys are modders .. so you can test that stuff first hand
    Last edited: May 13, 2015
  15. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    What would end up happening is you HAVING to rush to T2 in order to get better fabbers and factories in order to spend your huge influx of metal and seeing very little T1 spam because we'd be back to a situation where turrets essentially cost nothing relative to your economy. In short, a repeat of Gamma.
  16. MrTBSC

    MrTBSC Post Master General

    Messages:
    4,857
    Likes Received:
    1,823
    i told you the idea i didn't say take the numbers for written in stone ... i also said that i don't think you need to rebelance EVERY cost ..


    as it currently stands you need t2 anyway if you want to spam with limited territory ... both mexxes thogether give 31 metal
    my thought simply was to make the metaljump not as powerfull shifting some metal from the t2 mex to t1 ... and while the early output would be more the end output would stay the roughly the same same ...
    Last edited: May 13, 2015
  17. nateious

    nateious Active Member

    Messages:
    409
    Likes Received:
    212
    Why do they need to be multiples of each other?
  18. MrTBSC

    MrTBSC Post Master General

    Messages:
    4,857
    Likes Received:
    1,823
    maybe @scathis wanted to include some pun ... mexxes pumpin 24/7 ... ...
    Clopse likes this.
  19. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    So we're changing balance to include puns now?
  20. MrTBSC

    MrTBSC Post Master General

    Messages:
    4,857
    Likes Received:
    1,823
    ... yes ... ... suprised? ...

    i suppose it has something to do with fabbricationspeed
    as in how much shall a fabricator use per tick and relative to that how much shall a mex generate ...
    Last edited: May 13, 2015

Share This Page