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Re: Things we\'d like to see in the next patch
If you're gonna be buying supplies with resources, I'd suggest a conVersion setup something like this:
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It goes without saying that extra resources that exceed your storage should automatically be converted into supply for you at the most favorable rate (e.g., an extra 100 minerals and 50 organics would yield 200 supply). |
Re: Things we\'d like to see in the next patch
I like Dogscoff and Klaus's ideas alot, although i dont think im for the whole 'buying' or 'converting' supplies idea. i like micromanagment, but not that much, and i like the ability to ignore micromanagment if i want.
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Re: Things we\'d like to see in the next patch
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I'd probably also recommend levels of "resupply" facilities, tied to the existing resupply research chain, so at resupply level 5 you'd get both a quantum reactor component and a quantum reactor facility. BTW - if we end up with a resupply depot that only produces a set number of supplies per turn, then bases would need to be changed as well... I also think MM should have implemented the proposed feature (way back during the initial design phase of SE4) of being able to "buy" research - i.e., convert extra resources into research points (or even intelligence points) in an emergency. Unfortunately, the AI would never be able to use that properly... |
Re: Things we\'d like to see in the next patch
"I like Dogscoff and Klaus's ideas alot, although i dont think im for the whole 'buying' or 'converting' supplies idea. i like micromanagment, but not that much, and i like the ability to ignore micromanagment if i want."
What a great excuse for a new Supply Requisition minister. Or, maybe, a new function for the Resupply minister...We all know how intelligent he is. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: Things we\'d like to see in the next patch
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Re: Things we\'d like to see in the next patch
You can give a resupply facility a negative amount of resource production. It does work. It's like maintenance for facilities. There owuld be a couple of wierd things though. If you can get past them though it will approximate what you are wanting I guess.
First of all, it would cost you resources every turn the resupply facility is in operation, not just when ships are refueling. And it wouldn't cost you any more to refuel a bunch of ships than it would to refuel one, so it wouldn't be a true "resources to supply" converter. Secondly in a regular infinite resource game it would be cheaper to put a resupply depot on a low resource world than on a high resources one. Just as a resource extractor produces less on a low resource world, the negative production on the facility would be factored by the value of the planet. On a planet with all zeros it would be free to operate. Thirdly in a limited resource game, the facility would actually improve the value of the planet it was on, just like a value improvement plant. But it would work on a fixed rate instead of a percentage like a value improvement plant does. Geoschmo |
Re: Things we\'d like to see in the next patch
You could give it the Solar Resource Generation ability with a negative number--but then binary and trinary star systems pay more. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Things we\'d like to see in the next patch
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Re: Things we\'d like to see in the next patch
What i would like to see in the next patch is: (Print out) feature, when i finished setting up a game i would like to see everything on(setup) related to this. this way after playing 500 turns in a certain game, my memory is kinda Blank.
Ferengi Rules of Acquisition #97 Enough...is never enough. |
Re: Things we\'d like to see in the next patch
We all know (most of us - that is) by now -- that SE IV can be a micro-management nightmare.
One of those nightmares was upgrading a facility on a zillion planets. This is a breeze if you click on the Planet icon (upper left) and then click on Upgrade Facilities. Yahoo! This doesn't help - though - for those inevitable 'lost' planets whom you (the emperor or whatever) has neglected to fill the build queue. Now you have to wade through a zillion planets to find the ones that have some slots open. If there's a way of showing just the 'open-slot' planets -- I haven't found it yet. But wouldn't it be nice if you could set the list so that only undeveloped or partially undeveloped planets would show up? Works for me! http://forum.shrapnelgames.com/images/icons/icon6.gif |
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