Yes, three. Mass Energy Build speed The economy for early game was about increasing the mass/energy flow as fast as possible. Soon however, your problem became how to SPEND that inflow, that's were engineer spam came into play, as it was the main method used to increase the build power of a factory, and was usually easier then spamming endless factories, especially where land was minimal. What are the devs thinking for PA, more of the same, unassistable factories of SupCom 2? Something different, like allowing factories to increase their build speed via upgrades?
Really? None of the many other threads dealing with resources was good enough for you so you had to start one so unfocused as to produce nothing of value when compared to all the other threads? Protip: search.php Mike
This is a topic that has been discussed pretty exhaustitively, both surrounding a third resource and build power specifically. Please try and find topics that exist observe the arguments and discussion. If nessesary contribute and add new and insightful content to these discussions. Otherwise the forum gets flooded with redundant threads and there is less progression in these topics because people cover the same ground again and again rather than forging ahead with new ideas or discussions on the topic. Some existing threads to read/contribute to. viewtopic.php?f=61&t=40305&hilit=build+power viewtopic.php?f=61&t=35489 viewtopic.php?f=61&t=37358
Two are on assisting factories or not One is an attempt to introduce ANOTHER resource, which is not what I meant by "three resources" And I was asking the question, is factory assisting in or out?
I doubt that it is set in stone. This might be decided in alpha but could be changed in beta or maybe even after the official release. Anyway, it is at this point arbitrary if it is in or not and if you think either way you should provide reasons for why it improves gameplay. Gameplay as of which we sparsely know of. Your thread title is misleading. It should be "How should buildpower be increased in PA?"
Precisely, there are existing threads on the topic you are posting on. At this stage most of the discussion pertaining to your questions are located in those threads. The other thread link is less than relevant to your question this is true. At this stage I don't think we have heard definitively as to whether it is in or not (someone correct me if I am wrong on that point). Making another thread rather than contributing to existing discussions on the topic doesn't make you more likely to receive an answer, it just antagonizes the individuals who have already put effort into contributing to an ongoing discussion. In addition it aids in burying those valuable discussions under the weight of redundant threads. Now if there is some new angle on the topic that you have then it is worthy of discussion and that is fine. If you genuinely hadn't found the existing threads then that is fine as well, the search function on this forum is less than ideal, which is why I went to the trouble of finding those threads and posting them here so that you could contribute to those discussions.
(Avoiding starting new thread) Could assisting be done with engineers having a deteriorating effect the more you add on? Like: 20 = 20 18 18 = 36 16 16 16 = 48 14 14 14 14 = 56 12 12 12 12 12 = 60 10 10 10 10 10 10 = 60 Possibly with the extra 60 build power being the top cap? Good idea?Bad idea? Igncom1 your drunk, go home?
Diminishing returns does not add anything except complexity in my opinion. I do not really see the reason to add it other than reducing engineer swarms around factories, which can be done using other methods. (Such as increasing factory build power) Also, it has been thoroughly discussed in this thread
That won't remove the problem however. And with visible UI elements (Especially as SupCom 1 didn't tell you the build power of stuff) it would be very user friendly.
Partly true, telling users how much build power something has doesn't instantly tell them how their economy is going to react when adding an engineer to assist a building. You could indeed show users how much mass/energy will be used extra when adding an engineer (calculating in the reduction of usage by the current engineers) to make it somewhat cleared. However, while the user would be able to get the information near-instantly, it would still be an additional thing to take into consideration. In SupCom/TA, when I have a certain amount of resource income available, I select an engineer and have it assist a construction without looking at the UI. This is possible because I know how much a certain engineer will use when assisting a certain kind of construction and I don't have to look it up every time. With diminishing returns/reduced build power I simply cannot know this. (Or I'd have to remember the exact algorithm, remember the amount of engineers assisting etc...) My main problem with dimishing returns is that I do not exactly see how there is a problem. If factories have more build power than engineers, then it would simply be better (efficiency wise) to have more factories. Users that wish to use engineers anyways will simply have the less efficient course of action. This reduces the problem without adding new economical mechanics.
I suppose it depends on the cost, size and range of their engineering beams as well. TA don't have it too badly because most ground engineers can't get close when there was 2-3 engineers already assisting, and air engineers were both quite expensive, and very fragile (I suppose it didn't hurt that all units could AA, making air engineers a target to just about everything). But I do have a problem with SupCom's engineers that were far cheaper and more efficient then factory's. So I do hope to continue to discuss possible avenues of approach to the problem with you and others. (As I find there to be a problem with how it works in SC1, but find the only factory assisting, and 1 engineer to a factory limit of SC2 to be a little harsh)
I did only go back 14 pages in the forum, do you have the link? Besides, most of what people want to talk about seems to have been talked to death, this is a forum after all.
Keeping all the relevant discussion in one space is good for the devs though. http://forums.uberent.com/forums/viewtopic.php?f=61&t=35489