
May 25th, 2002, 09:42 AM
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Join Date: May 2002
Location: NYC, NY
Posts: 12
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Re: Hi, all--
Quote:
Originally posted by Skulky:
I really want to have supply lines, like keeping ships supplies with tangible supplies and having to protect these lines from cloaked invaders (i have been wanting to do this since C&C, and red alert came out). Then cloaking would have yet another use and tricky *** generals could relle start to kcik booty.
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Is there a way to stop the three resource types from being teleported wherever needed, and thus require one to actually transport organics to mining worlds, radioactives and minerals from mining worlds to the homeworld (for using in building things), and manufactured products (aka ships/units/cargo) to close the loop?
For that matter, it would be interesting if diplomatic guestures like trades actually required shipping freighters full of resources to the other race's designated trading port or production facility, depending on trust and convenience.
"Finite resources" doesn't seem to work that way, but hopefully something can still be done. For instance, I was thinking of making planet and mobile-ship-bourne shipyard production very limited (except for the homeworld!), and require one to construct starbases in order to produce starships in a sane amount of time.
Ah. I begin to see why people want components to be able to produce resources, intelligence, etc. :-) Wow, thank you, Derek, PvK, SJ, & dogscoff, the others in the TDM modpack, and anyone else who should be thanked (and Aaron/MM). Comparing the different ideas between the different mods has helped me to understand quite a bit more about how the game works.
-Chuck
Has anyone else tried to represent the three resource types to represent production, food, and energy? Have factories mine minerals and have the production cost of everything be represented as that. Have organics be food production, and have total organics maintenance represent orbital supply lines for perishable commodities. Ie, run out of organics and your crews are starving. So crew quarters, supply bays, and emergency resupply all require tons of food and have a high organics maintainance.
Doesn't matter if your home planet has tons of food on the ground if you don't have the orbital infrastructure to keep your crews fed in the next system. :-)
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