independent planet Economics !!!

Discussion in 'Backers Lounge (Read-only)' started by rovetjw, January 26, 2014.

  1. rovetjw

    rovetjw Member

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    Hi i was thinking if one planet has a strong economy you could run a other planet on it because that al planets shere there full economy but i think thats unreasonable it shouldt be a certain amount of resources that can be shared so every planet needs its own economy to work but if you want to share more that you can build something like a spaceport-dock-tadestation with cargo ships and to create a supply line for those resources to make a realer economy and the ability to make supply routes to your alys if they are in need
    sending a player decided amount that wil be send

    let me now what you guys think of this
    blacksword13 likes this.
  2. ace902902

    ace902902 Active Member

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    too much micro
    sporemaster18, Quitch and stuart98 like this.
  3. thetrophysystem

    thetrophysystem Post Master General

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    Will be mod very soon after release.
  4. KNight

    KNight Post Master General

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    This was a very hot topic leading up to Alpha, threads like this one cover the topic quite well.

    Personally I think it's just outside of PA's scope, if PA was leaning more towards being a 4x type game, I could seeing it fitting in much better.

    Mike
    iron420 and stuart98 like this.
  5. bobucles

    bobucles Post Master General

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    For metal, no. Metal is restrictive enough as is.

    For energy, it is a definite game changer. It would basically control interplanetary mechanics, determining what units can work with a base and which can not.
  6. trialq

    trialq Post Master General

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    Would make interplanetary expansion even slower. We can already see slow interplanetary travel in this patch, not fun if someone made the planets 20 minutes apart.
    stuart98 likes this.
  7. KNight

    KNight Post Master General

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    Travel speed isn't really relavant to Local/Global Economies thought, or did you mean it differently?

    Mike
  8. gunshin

    gunshin Well-Known Member

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    The speed of goods flow is relevant. Local economies is far too complex for this game though.
  9. KNight

    KNight Post Master General

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    Thats assuming the transfer of resources would be an options, and that if it were it would use the same/similar methods to current interplanetary transport, and lastly say it would take long on the basis of those facts is flawed because we know the speed for those factors is variable and liable to be adjusted in the future.

    It's a possibility, but it's really just one of many possible options.

    Mike
  10. BulletMagnet

    BulletMagnet Post Master General

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    I'm not convinced that localised economies are too complex for PA.
  11. trialq

    trialq Post Master General

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    I meant that both slow down expansion (they're not the same thing, it was just an example of something in game now that slows expansion. I suppose travel time just time-shifts it really, but with global economies this is slowing expansion). Local economy means you're forced to do an early game build for every planet, instead of leveraging existing build power.

    With teleporters the way they are, the local economies of planets should theoretically be merged as soon as they're built. If we accept the concept of local economies and teleporters, it follows that at least the metal will be shared.
  12. rovetjw

    rovetjw Member

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    i think that travel speed shoud be faster i mean a more realistic economy local isnt what i want but as a planet is colonized that you dant have aces to youre full recourse cap en than and so rome isnt build in 3 min it mabey teake some time but you need to think wil it make more real or noth or that recources get fuly shard after building a teleporter its also a intresting idea
  13. wheeledgoat

    wheeledgoat Well-Known Member

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    from a gameplay perspective, rather than spend my time jiggling & boping resources through a portal, i'd rather go micro some battles! lots more fun.

    let's not sacrifice fun for perceived realism. this is a game, after all...
  14. robber364

    robber364 Member

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    In the original TA, this was the whole point of the commander as a unit. Drop a single, powerful combat unit capable of colonizing/weaponizing an entire planet. from a lore standpoint, this makes the most sense.

    it also eliminates the potential late-game vulnerability of having just one commander to lose. I would love it if instead of having an astraeus and loading engineers, you had to send a commander with his own resource allocation systems to establish a local base on the planet, then maybe once a teleporter is built the economies link and you can use resources of another planet. that was the point of the commander, after all. colonization.

    where it gets difficult is breaking turtle-planets. if every commander you send just goes pop, how do you make a base? i'd say just send multiple. use nukes to clear a beachhead at all the landing zones, then drop several at a time. maybe instead of having them travel orbitally they just gate in like in Sup Com. Either way, this could make for some really crazy strategies. how easy is it to bomber rush the landing party when the nuclear explosion of the dying commander takes out an entire bomber wing?

    the possibilities are endless...
    Nayzablade likes this.
  15. Nayzablade

    Nayzablade Active Member

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    Actually a really cool idea robber364..possibly a great mod idea :)
    robber364 likes this.
  16. carlorizzante

    carlorizzante Post Master General

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    A dedicated structure for sharing resources across planets might be an interesting addition.

    Like a Matter Transmitter, or a Energy Manipulator of some sort. It would allow the transfer of raw material from a Moon to the Planet below. Without players wouldn't be able to use the resources of a Moon to feed their factories on the Planet and viceversa.

    I'm wondering if it would add more options for the attacker as well as for the resistance. One could stop or start an invasion operating on those structures.
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  17. bobucles

    bobucles Post Master General

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    If every commander you send just goes pop, at some point you won't have to worry about invading the planet anymore. There won't be a planet left.

    It's quite a simple solution, provided you can have the capacity to build more Commanders as walking nukes.
  18. melhem19

    melhem19 Active Member

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    this feature is confirmed as not included
  19. verybad

    verybad Active Member

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    I could see this, but make jumpgates erase the problem. (ie, share resources between connected planets)
  20. MrTBSC

    MrTBSC Post Master General

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    no interest in that ... i want to blow stuff up and not playing anno 9999

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