Energy vs Metal shortage penalty

Discussion in 'Planetary Annihilation General Discussion' started by MindALot, October 27, 2013.

  1. igncom1

    igncom1 Post Master General

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    Think of it this way.

    You have 3 engineers spending all of your money, they each will be spending 33.3..% of your economy right?

    But if you add 7 engineers to a single one of these projects then you have 1 engineer spending 10%, another spending 10% and the 8 engineers spending 80%.

    All adding more engineers does is alter where the 100% is divided by.
  2. beer4blood

    beer4blood Active Member

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    So why doesn't the con reflect how much its sharing instead of staying dead on 10/1000
  3. beer4blood

    beer4blood Active Member

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    II think anything over double should start to charge a fee ...... a tenth per unit may be a little much, just something that would need experimenting.
  4. slywynsam

    slywynsam Active Member

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    Arbitrary fees because your production happened to spike aren't something you should encourage.
  5. beer4blood

    beer4blood Active Member

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    Huh??? Are you not grasping??? I didn't understand your last statement
  6. igncom1

    igncom1 Post Master General

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    I am not sure I understand the need for a arbitrary fee just because you are trying to spend what you don't have.

    It not like it actually causes things to be built quicker.
  7. beer4blood

    beer4blood Active Member

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    Well I think I've discovered why I'm so at terms with the current stall is from TA and metal production stopping when energy does. But still I say the penalties are little to none right now, simply because its in beta????? , as asked why don't con s usually show their loss in resources instead of staying hard on. And the fee makes sense to me economically......
  8. slywynsam

    slywynsam Active Member

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    You don't want a fee for screwing up. You don't want ways for the game itself to punish players who mess up.

    The other player will do that for you, especially in competitive play.
  9. godde

    godde Well-Known Member

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    I want to fight my opponent not the economy. Why do you want me to fight the economy?
  10. beer4blood

    beer4blood Active Member

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    Not fight it manage it....... like I said I don't think the stalls are actually effective at the moment....
  11. slywynsam

    slywynsam Active Member

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    They slow you down. That's what they're for.
  12. lilbthebasedlord

    lilbthebasedlord Active Member

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    I'm sorry, it looks like the majority of you understand, only @beer4blood is still confused.
    Fabbers will not spend resources that are not there, and there is no reason to punish a player for using more fabbers than he can support, that's just silly.
    Fabbers are faucets, and your economy is the container. Good analogy? Good analogy.
    stormingkiwi likes this.
  13. godde

    godde Well-Known Member

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    Such a punishment you are suggesting can easily be avoided by manually turning off projects when you are about to stall.
    What is the point of having artificial punishments that can be avoided by simple economy micromanagement? It only forces players to deal with the tedium of micromanaging their economy when they could be focusing on their opponent instead. That is not strategy unless you consider overloading the player with management task where they can't perform everything and have to chose what to focus on. I don't think such aspects should be of great importance in a multi-planetary RTS.
    stormingkiwi likes this.

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