Economy management suggestion..

Discussion in 'Planetary Annihilation General Discussion' started by jbendsen, December 16, 2013.

  1. jbendsen

    jbendsen New Member

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    Hi there
    Let’s say I am building a lot and my energy is down to zero, then my radar won’t work etc... Could it be possible to place an energy plant next to the radar and then that energy will primarily go to that radar thus the radar always will work?
    Thanks
    Jesper
  2. igncom1

    igncom1 Post Master General

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    I don't relive there will be any adjacency.

    I believe available power is primarily routed to construction over powering artillery and radar.
  3. jbendsen

    jbendsen New Member

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    Damm, I would like it to be the other way around.... first artillery and radar.....
  4. bobucles

    bobucles Post Master General

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    You kind of need radar first so that the artillery can work.
    beer4blood likes this.
  5. igncom1

    igncom1 Post Master General

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    Only if you discount scouts spotting for them bob.

    If anything I am surprised people even still use radar is PA when air scouts are far superior.
    beer4blood likes this.
  6. jbendsen

    jbendsen New Member

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    yes, in many games I have had radar and artillery, and then at the same time building something that takes all my energy. Then my radar and artillery does not work and I die.... :-( work around is to micro manage my building to make sure there is enough energy. If I could just place an energy plant next to my radar and artillery, and then they would primary get the energy and the rest goes to building. It is an easy choice for me.. build stuff or have radar and artillery defence... yes I want to have radar and fire artillery and don't have to micro manage my energy at the same time.... just a suggestion..
    Thanks
    Jesper
  7. igncom1

    igncom1 Post Master General

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    Buddy, you need more energy storage and power generation!
  8. cptconundrum

    cptconundrum Post Master General

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    I would like to see the radar range slightly increased to make it more worthwhile. With that improvement, it could become worth using in situations where the enemy has enough anti-air to prevent fighters from spending much time over their base.
  9. Teod

    Teod Well-Known Member

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    No, it divided equally between all consuming units. But Radars also have some additional rules about consumption to prevent blinking.
  10. cwarner7264

    cwarner7264 Moderator Alumni

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    Adjacency bonuses are not on the cards, because they promote 'boring' base-building and increase micro.
  11. igncom1

    igncom1 Post Master General

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    Ahh, my bad.
  12. Timevans999

    Timevans999 Active Member

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    Your right the game is massively over simplified so it suits all age groups.
    occusoj likes this.
  13. beer4blood

    beer4blood Active Member

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    Try building actual combat units..... surprising what they do
  14. occusoj

    occusoj Active Member

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    Or how about an energy management system that allows the player to set priorities in resource distribution for every building/unit or building/unit type, group,..whatever. Shutdown order, resource limiting behaviour in case of resource shortage,... and so on.
    Its an additional tool that allows very fine controll over the economy, who doesnt want to invest the time in it just gets the default behaviour as its now.

    Fully agree. Though my wordings about it usually arent as sensible as yours ;).
  15. tatsujb

    tatsujb Post Master General

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    that's a big problem by the way. No pointless units in the game, please.

    radar is way underpowered.
  16. igncom1

    igncom1 Post Master General

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    Its not to bad on the outer bases, when losing air scouts and such would prove too costly.

    But on your inner base, you should at least have enough stuff and units going about to not really bother.
  17. Teod

    Teod Well-Known Member

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    It was discussed in length and the official answer is no. If this system is in place, the one most efficient, "correct" set of priorities will be found eventually. If this set is different from default, then there is unnecessary gap of complexity (not deph) between new and old players. If this set matches default, then the whole player control over this system is pointless.
    Yes, a lot of aspects are simplified compared to, say, SupCom. But I need to point out that "simplified" != "dumbed down" While uber cut down quite a few complexities (and added quite a few more with all this planet stuff), the game is still very deep.
  18. Timevans999

    Timevans999 Active Member

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    Sorry I disagree the game is far too "dumbed down" and the new planet stuff feels a bit dull
  19. beer4blood

    beer4blood Active Member

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    Huh??? You should always have radar to detect incoming assaults before they reach your base......

    @tatsujb I disagree I think the range is about perfect....
  20. zaphodx

    zaphodx Post Master General

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    That's a pretty neat idea. However Neutrino is against adjancency and this is pretty unlikely to be in the vanilla game.

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