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Nomor said:
What is it that determines maintenance costs. I'm thinking mainly of Organics . I don't think I've built another organic producer other than the one that came with the Homeworld, and I'm sitting on a mountain of sprouts with nothing consuming them.
Should not Life Support in ships and Troops and Infantry attract a maintenance overhead. Troops sitting on colonies need to be fed and Life Support should require raw materials.
So far there is little need to produce Organics and thus no limiting factor on Troop/Infantry production. Is it not possible to give these units a maintenance component.

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Regrettably, it is not possible for units to require maintenance, but I agree 1000% with your feelings on the futility of organics production as the mod stands. I have played with the rads production a bit, to require ever-increasing amounts of rads for engines as they get more powerful. This has not made a big difference though as rad production is esential a "freebie" that comes with mineral production.
The maintenance requirement for ships is based on the initial cost and the maintenance requirements in the settings.txt file. Thus, to increase the maintenance cost for organics, you need to increase the build cost in organics.
I am playing with the idea that colony hubs and (to a lessor extent) other facilities are driven by their organics cost, not their mineral cost. this means that a player would need to maintain a high level of organics production early on while he is building his planets up, but those resources do not translate into resources useful for the big shipbuilding campaigns that charactorise the end of the midgame and the whole of the endgame.
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Glad you liked the Tug Maint. Bot thing, but I liked the Drone idea of SJ 's too. Is it not possible to blend the two. I have no experience of drones yet having never encountered them in a game. Drones could be a further development of the former? 
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What i want to avoid is having repairs occur too easily. One of the cool things about the game is the way the lack of shields results in trashed fleets even for the winner of a space battle (unless tech diferences are huge). If it is too easy to repair that damage without returning to a base, then that flavor is lost.
But I don't know where the balance lies, and would welcome a discussion on this.