I think things take too much power.. or that the power gens produce too little.. It seems like 75% of structures need to be power or you go into the red. God help you if you don't get T2 power up. -DeVoh
This is all about T1 stuff, which is where the issue is. PGens cost 450 metal PGens produce 600 power Factories use 675 power Fabbers other than air use 1000 power (Air uses 1100) Commanders use 1500 power (But produce 1000)
Honestly what I think should balance them is to keep them the same price and production power, simply speed up there build time.when you go negative in power it takes ages to get a t1 power up. Making then build faster would not make them as much of a problem as they are now.T2 seemed fine for me at the moment and wouldnt, also make slightly less mex points so metal can be used as a limiting factor against you and so t2 metal is used more. as of right now I have never had a reason to upgrade my extractors.
The penalty for running out of power should be harsher. All base defenses and all fabbing should halt until power is restored. The current model is too kind; players often spam T1 fabbers and are still able to expand/produce while running a power deficit. This seems silly.
Well it was 700 at some point, it has been 600 for a long while. Put it back how it was. Or at least 650. Or (will probably not happen) have them be as big as they were in the early alpha, but produce 1000, costing 500 metal. I want less pgens which are more powerful instead of more pgens that are cheaper, but suck.
Balancing the economy has not yet been started. It'll be done probably after the units have been balanced, which is currently in progress.
I think power isn't too bad, maybe make T1 power a bit more cost effective and that'll be fine. I'd like to see metal availability rebalanced instead, especially T2 metal extractors. I feel like it's too easy to be swimming in metal, I want metal to be fought over and the decision on how to spend it to be more important.
Lol I think the t1 power gens should be cheap and shitty while the t2 should be expensive and powerful.
not sure about that, I often am a bit low on metal, even with T2 and massive expansions. Maybe i'm building too many fabbers, factories, nukes and anti-nukes. But I still like metal as it is now, perhaps just a bit of tweaking, but it's pretty good IMO.
Eventually we'll have control over the metal clusters & amount, when we do, just make a map with less mexs
Doesn't fix the massive difference between t1 and t2 mex, so fewer mex spots would mean either a much slower start (fewer mex everywhere, including spawns) or would benefit turtling greatly (only reduced mex away from spawns).
Aevs, you might consider looking for the other threads concerning the topic of t1 and t2 mexs, as it's been discussed to death, & I'm sure this isn't really the place to be discussing it as it concerns power, not metal Let's avoid going off topic please
Of course. I don't know since when you have been following PA, but in alpha, pgens were as big as T2 pgens, they were just less tall. They made them smaller on purpose of avoiding upgrades, like adv. mex. In my sight T1 pgens need a little buff, power production wise. But there will be multiple ways of getting power (wind, geothermal, hydroelectric), each of them will have different requirements/output. There was a thread about this recently, but it has been discussed many times. I don't know if Uber will actually implement this or not.
Pretty much this... the current energy plant spam grinds my gears a little and I think doing this can only make them a greater strategic liability which I tentatively regard as 'a good thing'™ Whether it would improve things or not is debatable but I'm willing to run with it if it cuts down on the mess it makes of my bases.
If they changed power I would be able to rush all the turtlers even harder then I do. Which then people would be crying about rushing. If they made power produce more. So I dunno if alot of players want more rushers. More energy = way more factories for me...