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April 27th, 2003, 08:18 AM
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Lieutenant Colonel
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minerals, a game design decision
I always wondered why in SE IV there were 3 kind of resources, but with an enormous inbalance toward the consumption of minerals. After 3 patches which never reequilibrated, even slightly, the usage proportion, one can think that this is a voluntary game design decision from Malfador.
So why 3 resources if in 95% of the situations only minerals is really relevant as a limiting factor?
Also, why no modders tried to put more equilibrium, like using radioactive massively for all engines and supply storages? Or more organic for troops? Anything really is feasible.
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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April 27th, 2003, 08:24 AM
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Shrapnel Fanatic
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Re: minerals, a game design decision
Nearly all mods increase org and rads usage. Look at P&N for a very good example of resource balancing.
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April 27th, 2003, 10:04 AM
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Brigadier General
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Re: minerals, a game design decision
Opinions vary on this issue. I can see the point that the game is skewed toward minerals, but I kind of like the imbalance. I feel that if they all were balanced, then why have 3? If all things in the game were adjusted to cost equal amounts of all 3 resources, then having different resources would be unnecessary and 1 type of resource would suffice. In real life, there are many resources, but some are used much more than others.
Slick.
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Slick.
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April 27th, 2003, 10:06 AM
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Colonel
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Re: minerals, a game design decision
Rads are dangerous to ignore... i once did...
Organics are for the organic races. I have actually ran into organic defecit several times already!
the game is balanced there.
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April 27th, 2003, 11:36 AM
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Corporal
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Re: minerals, a game design decision
Maybe a solution could be to mod several "normal" tech branches (not race related) which use rad and organics more than other type of resources (at least there is similar try in standard null space weaponry which is equal in minerals and rads AFAIC remember) Before a player choose to research those alternative branches he has to check to have enough rad or organics to build the items of these branches.
klausD
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April 27th, 2003, 11:47 AM
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Private
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Re: minerals, a game design decision
I could see the logic behind including rads in tech research, but I'd think more minerals would be used rather than organics.
In regards to the imbalance tho, I really like that it's skewed, as later on in the game, especially if its been modded with the likes of Proportions because its more realistic that way, it tends to be more rad usage than mineral. I'm sure a bare bones spaceship wouldnt require THAT much rads to make, while one with a quatum generator and a cloaking field would be much more epxensive.
[ April 27, 2003, 10:48: Message edited by: Xiodos ]
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