Due to the large scale of the units capable of being deployed with in a match, is it possible to that when using fabricators to have a mini menu for them, EI Have a couple options that allow you to set some rules like When you're building this facility and it hits XX percent send XX units onto the next building, so on and so forth, kind of like a leap frog. I'd have to give it more though but alas to early for the MJ.
I don't really get what you saying here, but it sounds like the SupCom Factory assist, at least in the overall goal I think. Mike
ok so for example, lets say you have 80 Tech 2 fabricators, and you decide to build 20 Tech 2 energy boxes, it would be nice to tell that group of 80 fabs that when they have the first building at say... 80 percent, then 10 stay to finish the job and the 70 move to start building the second one, when that's at 80 percent 10 stay to finish the rest move to the next, when the first building is finished those 10 would regroup with the main group and continue on.
Something similar (more efficient assigning of construction units to build queues is essentially what you're asking for) might be happening with area commands... maybe. Don't quote me on that though... Still very up in the air and we have very little information from the Devs on the topic.
Wouldn't it be easier to just split the 80 Fabbers across the 20 projects? It feels like what you suggest would be very awkward in terms how how the engineers need to move between projects on a consistent basis. Mike
basically the more units building the faster it goes, if you get through the first 80-90 percent and leave a small force behind to finish it off you get additional energy that's added to all units but more so for the main force building so if you have power buildings finishing slightly behind your main force, you'll end up building faster overall at a rate that's increased based on units per building +the value of what gets completed / the larger force of units on a building = %> overall then splitting your units into many same sized force to build the 20 power nodes. it also plays into how much faster you can build single facilties around your base as metal extraction is not as common it plays the dominating roll.
But if you need power wouldn't it make more sense to just build them all one at a time, you get build faster and you get access to the energy quicker as well. Otherwise if you already have the power to handle the Fabricators it makes more sense to split them up evenly because you'll be wasting a lot less time moving fabbers around the different projects. Mike
they way it's setup atm progressive aggressive fabricating has the advantage, if everything used static numbers and you couldn't exceed certain numbers while building then sure it would, but alas the almost exponential capabilities of chaining items is faster
I'd show you the math but in my head I can see the patterns and how it works, but it would take me awhile to write it down numerically to compare progressive building to block building
KNight, I think Reflexx85 understand that completing a project all the way is good (and how it's normally done). I could be mistaken.... I believe Reflexx85 is talking referring to the equivalent of "roll off time" between projects. Like how all engineers finish 1 building, then stop, then start the next one, then stop again. I think he is suggesting redistributing the engineers at staggered intervals. That way, at say 80%, he takes a slight slower drain in econ, but those next set of fabbers to move onto the next project. It's like his buffer to ensure he is always spending and not wasting. Otherwise, when all the engineers stop after Project #1, there will be a large spike in econ.
Yes I get that much, I just don't see the purpose to it when other, simpler methods are available. Mike
I too must agree. I am not sure I see the merit. I find this to be a very specific use-case. There is not much impact to the game as a whole or the overall user experience. Perhaps there is more I do not understand?