Volatile T2 econ?

Discussion in 'Balance Discussions' started by spainardslayer, April 23, 2014.

?

Good idea?

  1. Yes

    2 vote(s)
    33.3%
  2. No

    4 vote(s)
    66.7%
  1. spainardslayer

    spainardslayer Well-Known Member

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    What if T2 extractors and power generators had less HP and exploded on death. This would introduce a bit of a risk/reward element into base building.

    This of course would be with some other balance changes to reduce the craziness of T2.

    Thoughts?
  2. brianpurkiss

    brianpurkiss Post Master General

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    I don't think it's needed.

    All we need to do is make Advanced Metal Extractors generate 7 metal per second and cost at least twice as much as regular metal extractors. That way expansion is always better than turtling.

    Naturally unit/factory/energy/orbital costs would need balancing and stuff. But I've talked about that elsewhere and is off topic from this thread.
    thelordofthenoobs likes this.
  3. krakanu

    krakanu Well-Known Member

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    Most of the time, there is plenty of map space for spreading things out if necessary. It is already highly advantageous to spread out T2 power to prevent losing it all to a nuke strike/vanguard drop. So, I don't see how making them volatile would matter.

    I think the real problem with power is that there are no choices. Build T1 power until you can build T2 power. That's it. What about something that is cheap/volatile versus expensive/sturdy, power that is location dependent, power that varies in output/efficiency, or even some kind of power storage/power generator all-in-one combo building.

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