Not sure if this has been suggested first time on the forums (been backer since kickstarter, just lazy) so im ashuming its gonna take multipul types of resource to make building units etc, so what i think should be able to be done is trade things like planets systems other resources to get said resources from other civilizations or players etc i guess thats the best way i could put it
There is only two resource types in this game: Mass and Energy. They are not limited by amounts currently held, but by the rate at which you acquire them. If anything, i see this game basically copying the TA system of also having a 'reserve' that starts draining when you are using your resources faster than you are raking them in. One way i see 'sharing' resources to work in this game is if you allow your allies temporary access to your resource streams based on a percentage of what you are earning. For example: Two players have +10 Mass/sec and +10 Energy/sec rates. Player 2 has a massive critical project underway that his economy cannot support, whereas Player 1 isn't doing anything critical. Player 1 can opt to transfer a portion of one or both his streams to player 2 for a limited time, or until he cuts it off. Player 1 is generous and redirects 50% of both streams to his single ally. Player 2 now has +15 Mass and Energy, whereas player 1 only has +5. In the event that resource structures are destroyed and redirection is in place. The loss in income stream should affect both players proportionately. If player 1 gets attacked and he loses half his mass generators, the end result being that he now gets in total (without redirection) +5 Mass/sec. The redirected amount is cut in half as well. Player 1 is now only getting 2.5 mass/sec, and he is now redirecting 2.5 units to player 2.
This should really be in the General Discussion Sub Forum. Also while I'm not sure of the details off hand, I don't see why we could just use the same system for this as SupCom/FA did. Mike
Wow, 2 new posters at once. Metal and Energy are confirmed as the primary resources, and construction time is implicit to any RTS game. As for their individual importance and how they will be implemented, that's several topics of hot debate. You'll find more information in the main PA forum. OrangeKnight has been generous enough to set up a starter guide: viewtopic.php?f=61&t=42948 The TotalA system was amazing for player trade (if you don't mind a few console commands). Resource sharing was on/off. Players low on resources would grab freely from their allies. Players also had a minimum limit(it had to be set manually), where they will stop giving to allies. In Supcom, trading was a bit less free. Your spillover automatically went to allies, but I don't think existing reserves were shared. In both games, there was no indicator for where resources came from. It was difficult to tell when something was coming in from an ally, and when they stopped your economy could screw up.
I'm sure most of you know this, but for the ones who don't... In Both TA and SupCom you could share as much of your reserve as you wanted to and send instantly to your allies storage via the share resources button in the in-game options menu. In TA you have to push Tab to access it, in SupCom push Esc. This is one reason why having a lot of storage is a good idea. I would like to see this included in Planetary Annihilation as well.