independent planet Economics !!!

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

  1. rovetjw

    rovetjw Member

    Messages:
    86
    Likes Received:
    26
    it is noth a anno game and thats noth how i ment it
  2. Quitch

    Quitch Post Master General

    Messages:
    5,885
    Likes Received:
    6,045
    I do not see what problem this is designed to solve.
  3. vyolin

    vyolin Well-Known Member

    Messages:
    631
    Likes Received:
    479
    Well, it would settle bmb's crusade for TA-style metal planets in a fashion agreeable for everyone - something that reason and goodwill could not.
    Jokes aside, it would exchange one bag of issues for another. For once, having total control over a metal-rich planet would be of limited use off-world. Then again, getting a foot down on a new world would be quite difficult without the commander/egg. Which is already a pain given the mess that orbital (fighter spam) is.
    As such it is definitely mod territory: Could be really great but strays too far from the proposed core gameplay, e.g. fluid interplanetary play.
  4. bobucles

    bobucles Post Master General

    Messages:
    3,388
    Likes Received:
    558
    Think of a weapon or ability that is really good. Make it use energy.

    Now think of a weapon or ability that is TOO good or incredibly annoying across gravity wells. It could be the ability to leave a gravity well. It could be the Commander's cloak. It could be a thousand bombers. It could be the lathe. It could be bomb bots. A localized economy means that these abilities and weapons can not work outside the gravity well they spawned from. They not be rushed or spammed or utilized for a galactic clean sweep. Taa daa. Problem solved before it even became a problem.

    Unfortunately, the level of expertise required to design and harness a local economy mechanic is very high. And there are other ways to deal with single case scenarios.
    vyolin likes this.
  5. Quitch

    Quitch Post Master General

    Messages:
    5,885
    Likes Received:
    6,045
    Localised economy means players only ever really own one planet and then just send their army through teleporters to attack others.
    MrTBSC and zaphodx like this.
  6. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    Like exactly what happens now?

    Global or local, this will happen in both.
  7. Quitch

    Quitch Post Master General

    Messages:
    5,885
    Likes Received:
    6,045
    It's worth expanding anywhere you can currently because all the resources are funnelled into the war effort. With local economy it's only worth expanding on one planet.
    MrTBSC and vyolin like this.
  8. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    Only if you plan to only have factroys, or planet engines, or nukes, or engineers on that one planet.
  9. brianpurkiss

    brianpurkiss Post Master General

    Messages:
    7,879
    Likes Received:
    7,438
    I oppose this.

    Would introduce extra complexity to an already very complex game.
    Gerfand likes this.
  10. CrazyVulcan

    CrazyVulcan Active Member

    Messages:
    102
    Likes Received:
    50
    Unless they plan on adding a economic victory condition, and with this game being about smashing planets that wipe out everything I say not likely. I dont see the practical purpose of fixating on the economy beyond leveling out what units cost.

    What problem does this solve? You have a main base that is the back bone of your econ and say your opponent has taken a moon elsewhere. Having separate econ pools would limit you in how quickly, if at all, you can make a beachhead. This game makes it tough enough to take planets form other players without using Haleys. I do not see why you would enforce a limit on the attacker. As Napoleon once said to attack a fortified position you need numbers at lest 3 to 1 in your favor. We are able to spam such forces and so quickly that a more appropriate word for combat is attrition but im digressing.

    There has been mention of having a building that links the economy of the two planets once built. What would be the point of going though the trouble of separating the economys and all the balancing changes to allow this to work competitively. When you completely negate the effort in five minuets when your fabbers build these trade/pooling hubs? Linking the planet to your main econ and thus rendering pointless.
  11. Pawz

    Pawz Active Member

    Messages:
    951
    Likes Received:
    161
    Personally I see the game as laying the foundation for a future mod that sevices the desires of others like me who would love to play PA in more of a 4x style. Things like split economies, resource management, supply routes and logistics are all part of that larger, slower picture. The mod would likely need to slow things down in general, and give players the time needed to both fight and plan invasions etc.

    I have great hopes for a mod that allows for multi-hour games that reach their full potential after hours of combat.

    It's just obvious that this is not the game style that Uber is developing for. They had to choose: larger & slower and generally longer games, or smaller and faster. They chose to go with smaller, faster games, which are better for eSports and 'professional' type gameplay. Which is good, because it expands the player base and lays the foundation that modders can build on to make things the way we want.
  12. ghostflux

    ghostflux Active Member

    Messages:
    389
    Likes Received:
    108
    I think this deserves a topic of it's own if it hasn't been posted before. I'm not sure what I think of this idea yet, but it would be a fun topic to think about.

Share This Page