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  #1  
Old April 27th, 2003, 03:24 PM

Pocus Pocus is offline
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Default Re: minerals, a game design decision

Slick: Not speaking of putting the same amount of resources for each components. This would be equal to having one resource.

I wondered why you dont have to make design / research decision based on the variable availability in the 3 resources, and not on the quantity of minerals you have at hand.

For example (I dont master the tech tree, so my examples wont be totally relevant to the SE IV tech tree) :

a player is not able to extract many radioactive. If choose to not develop say quantum reactors because they ask for much rad, and instead use solar sails and ramscoop engines.

A player possesses a lot of organic. He chooses to give a strong emphasize in troops and boarding partie ships.

Or you lack in the minerals department. You cease to build minerals hungry 'solid' missiles and build photon torpedoes.

just some thoughts. There is a whole new set of design decisions that could have come from this. As of now minerals rulez
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Old April 27th, 2003, 04:17 PM
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General Woundwort General Woundwort is offline
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Default Re: minerals, a game design decision

Quote:
Originally posted by Pocus:
just some thoughts. There is a whole new set of design decisions that could have come from this. As of now minerals rulez
Like the AI says... "Mineral planets are the best!"
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Old April 27th, 2003, 06:13 PM

klausD klausD is offline
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Default Re: minerals, a game design decision

Imp fyron,
thanks for the tip. Is it possible to play adamant mod SP and classic turn based? (I can remember I read somewhere that its just for MP or so)
klausD
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Old April 27th, 2003, 07:25 PM
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QuarianRex QuarianRex is offline
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Default Re: minerals, a game design decision

Remember too that this imbalance can be an advantage in itself, especially when it comes to organic races. Having much of your design based on organic components can cut a few turns off of your build time and that can make a big difference.
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