.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old April 27th, 2003, 08:18 AM

Pocus Pocus is offline
Lieutenant Colonel
 
Join Date: Apr 2003
Location: Nuts-Land, counting them.
Posts: 1,329
Thanks: 1
Thanked 0 Times in 0 Posts
Pocus is on a distinguished road
Default 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.
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
Reply With Quote
  #2  
Old April 27th, 2003, 08:24 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default 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.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #3  
Old April 27th, 2003, 10:04 AM
Slick's Avatar

Slick Slick is offline
Brigadier General
 
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
Slick is on a distinguished road
Default 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.
__________________
Slick.
Reply With Quote
  #4  
Old April 27th, 2003, 10:06 AM

Taera Taera is offline
Colonel
 
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
Taera is on a distinguished road
Default 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.
__________________
Let the game begin!
Green bug from outa space!
Reply With Quote
  #5  
Old April 27th, 2003, 11:36 AM

klausD klausD is offline
Corporal
 
Join Date: Feb 2001
Location: Vienna, Vienna, Austria
Posts: 170
Thanks: 0
Thanked 0 Times in 0 Posts
klausD is on a distinguished road
Default 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
Reply With Quote
  #6  
Old April 27th, 2003, 11:47 AM

Xiodos Xiodos is offline
Private
 
Join Date: Mar 2003
Location: Vancouver, BC Canada
Posts: 27
Thanks: 0
Thanked 0 Times in 0 Posts
Xiodos is on a distinguished road
Default 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 ]
__________________
Oops
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:47 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.