Really, these two stats are only 'hidden' because the UI isn't done. I'm not sure how you can say it's gotten rid of 2 balancing tools either. It certainly has made economy easier as you won't get sudden increases/decreases in mass/energy expenditure as engineers and factories build different units.
That's not really the topic but : - Even it will be displayed in the UI later, I really fail to see why it's more easy than FA system. Each unit cost a different amount of mass, so you need the UI to check the build time & the energy, or learn it. It's exactly like FA, I really fail to see the difference. It's not because you don't see something, or that it's computed from a single value, that the overall system is easier. (actually, as it's hidden right now, it's more difficult). - Uber can't say "okay, Air will cost more energy, bots more mass, naval more time". Is it good? Is it bad? I don't know, but it surely will be more difficult to adjust units. I fail to see why. each unit has a different cost, so each factory can drain a different amount of mass/energy. Some factory/engy drain more mass/second and so more energy, so you still have big fluctuations. Maybe you've learned these drains while you never bothered with FA, but it's unrelated to the fact that two values are derived from a single one.
Aah good, there's no problem then. Back to the point, here's why it's easier: viewtopic.php?f=61&t=44173 I can think of no one more qualified to explain it than the op of that thread.
I've read the explanation. On paper it's easier. In game, there is no real difference with the older system. In alpha, it's worst because it's opaque to the user. For balance, it's worst because you have two less variable you can tweak. Not only the hidden multiplier is still there, but the energy and build time costs are now hidden too. Also, while builders spend the same amount of mass/energy no matter what, different builder type spend doesn't spend the same amount. And it's hidden too.
I can only judge what is in the game. Even if it's displayed, I still fail to see why it's supposed to be easier than before. A number is a number, it's does not matter if it come from a blueprint or derived from a math formula.
Because having Metal drain based on the unit building, compared to the unit being built, makes complete sense.
Which means you had to memorise the individual energy drain of every single unit in the game, instead of just fixed drains from the few units and structures that built things. The later is far easier to plan for, with an appropriate UI.
bah! as I've said before this game isn't for wussies. and no you didn't have to memorize you could just remeber that certain ones shocked you with how much they drained and be wary of it and a couple others. I understand why Pa is heading that way, I'm not against it I was just correcting Nano on his thoughts on FA since he was wrong.
It's displayed in the interface, so it's not true. You can say the same in PA : you have to memorize all the mass cost of every unit and each builder BP. And it's not in the interface yet.
But why is this a good thing? It's inconsistent and makes the game harder to learn. He didn't say anything about FA that was wrong, that I can see. He compared PA (Metal drain based on the unit building) to SupCom/FA (Metal drain based on the unit being built), and stated that the former makes more sense. You don't need to memorise the cost of every unit, only the usage rate of the ones that build. It's strictly less information. And the UI in FA doesn't show rates, only total costs. Because rates varied depending on what was building it. Edit: Avoid the images please, I don't want to have to lock the thread
You still have to compute the final energy drain and build time, exactly like FA. The fact that the energy cost/build time come from a blueprint or derived from mass doesn't make any difference from an user point of view. Actually, all the units in FA could react the same than PA by averaging all energy/build time accordingly to the mass cost. It's not difficult, but it would be stupid for balance. Again, exactly the same in PA. You can say that the interface will show it in PA, well, it can show it aswell in FA (it's already there with the economy layer, but it will be improved in a future version of FAF).
I love that I've become somewhat of an attraction. It's ok though, no popcorn (not right now anyway). tatsujb merely misinterpreted my wording and thinks I'm unaware of how SupCom/FA works. Such a conclusion is obviously hilarious and I'm willing to let him off; because he made me laugh. Thanks for the backup though raevn! Edit: Awww raevn... you removed my popcorn eating audience?!