Metal, Energy, and Build Time

Discussion in 'Planetary Annihilation General Discussion' started by sal0x2328, September 4, 2012.

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What should be done about build time, metal/mass cost, and energy cost of units?

  1. Metal, Energy, and Build Time should be the same for a given unit

    6 vote(s)
    7.8%
  2. Metal and Build Time but not Energy should be the same for a given unit

    8 vote(s)
    10.4%
  3. Energy and Build Time but not Metal should be the same for a given unit

    1 vote(s)
    1.3%
  4. Metal and Energy should be the same but not Build Time for a given unit

    1 vote(s)
    1.3%
  5. Metal, Energy, and Build Time should be independent for a given unit

    61 vote(s)
    79.2%
  1. sal0x2328

    sal0x2328 Member

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    I would not necessarily make power the same globally. For instance a tidally locked planet would have high solar power on one side and little to none on the other. Wind power could vary with elevation. Some power resources would only be available in specific locations, like geothermal is only available near an active volcano or something.
  2. thorneel

    thorneel Member

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    And even other planets could have less solar power on the poles than on the equator.
  3. sal0x2328

    sal0x2328 Member

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    There are also peaks of eternal light, which (unsurprisingly) have eternal light, which would allow a solar to always collect decent power (assuming that the planet has any decent solar power)
  4. ledarsi

    ledarsi Post Master General

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    I think planet rotation for solar may be a good, realistic idea that is going to significantly intrude on gameplay. Suppose that we have half a planet be lit up, and the other half is dark because it is on the night side. Either we have to have the planet rotate quickly, because otherwise one half will be dark for the duration of the game, or we have to let half the planet simply not be usable for solar in the game's timescale.

    Differentiating entire planets by solar quantity is simple, and interesting. Differentiating the surface of a rotating planet in a continuous distribution depending on solar intensity is becoming overly complex for decreasing gains for gameplay.

    Tidally locked planets, which don't rotate, and the same land surface will always be in sunlight, avoid this complexity problem. However they introduce minor (solvable) gameplay problems. For example, it would be unfair to have one player spawn on the light side, and the other on the dark side. Not necessarily game-breaking, and also avoidable, but important to note.

    I think we should skip variable output solars from rotating planets, but I can see tidally locked planets working, where a fixed area is viable for solar, and a fixed other area is not.

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