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Why missiles and lasers NOT require strategic resources?

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13 years ago
Jul 7, 2012, 9:28:29 AM
I just noticed this.

First Generation Missiles require Titanium-70,

First Generation Lasers require Hyperium,

All other missiles and lasers researched after these do not require any strategic resources... Is this intentional or will these be changed eventually? smiley: ohh



Also on that note why do cruiser hulls require Titanium-70 but Destroyers, Battleships and Dreadnoughts don't require any strategic resource? smiley: alder



Just curious if these will remain this way or are there any plans to modify these? smiley: cool
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13 years ago
Jul 7, 2012, 9:32:25 AM
Doubtful.



If you've ever played Civilization, you'll immediately recognize the concept. The first gamechanging units/weapons require a rare resource, and then after a bit of research, you get units that do not require it.



Basically only the first missile, laser and the cruiser have special resource requirements - think of them more as bonuses for having the required resource, rather than mandatory (You should use battlefields and higher weapon techs anyway if available)
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13 years ago
Jul 7, 2012, 8:57:48 PM
Don't get me wrong I understand why they may have done it this way as I have played the likes of Civ. I just thought only having the first tech require a resource then the subsequent techs which take anywhere from 4-8 turns to research not require any kind of makes the strategic resource system moot. This is why I raised the question regarding strategic resources. If you don't have it you just spend a few turns researching the next level of the weapon and you never need it again...



I also had a game where by freak of nature my half of the galaxy didn't have Titanium-70. This kind of made things a bit silly as my race could pump out dreadnoughts and battleships out the dock but somehow could not figure out how to design a cruiser that doesn't require Titanium-70 >_> Perhaps have strategic resource requirements on ships at early stages of the game and lift them later via a tech?



I love the luxury and strategic resources in the game but perhaps some improvements on how strategic resources work with ships/weapons could spice up the game more? Or perhaps its a bad idea... What do you guys think? smiley: smile
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13 years ago
Jul 7, 2012, 9:38:18 PM
You can't really have the whole line require a strategic, or the guy who's missing 2 of them is dead.



My favored solution would be to have the -ind cost from the strategics affect the entire line. So you get a bonus to weapon cost for having them, but you can survive without. Strategics affect too few modules for the -cost to be of any concern, anyway.
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13 years ago
Jul 7, 2012, 10:26:52 PM
I don't think having an ascending resource requirement for each tier of weaponry is necessarily a bad idea or even unbalanced. Perhaps, just to ensure that someone doesn't have a huge disadvantage by being short two resources, you could make every other tier require them. Sure, I started without any conceivable source of Tit-70, so I have to invest a little more research to get the next level and equip that. After that, I need Hex, Then no requirement, then Sid, etc.



This would make gaining access to strategic resources of more importance than it is now. Hell, after a certain point, I trade away my Tit-70 if I can get something more useful...
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13 years ago
Jul 9, 2012, 4:03:10 AM
The way I'd like to see it work is having a strategic resource available would just give you a bonus. If you have Tit-70 available, your hulls get extra HP or armor, hyperium, your lasers get a damage bonus, etc. Could even have some of them provide research or production bonuses for systems. To make multiple copies of the same resource more valuable, make it so that if, for example, you have 2 Tit-70 sources, then only 2 systems can be building ships with the bonus (which means they'd have to add some way of allowing/disallowing a system to use a resource).



The easiest way to "fix" the current mechanic might just be to limit the available modules/hulls to (max researched tier - 1) if the associated resource isn't available.
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