#29 Parte del equipo es el mismo... El narrador es el mismo y quitando lo de la escala planetaria, el juego en si es el mismo.
Añado datos del sistema de economía del juego.
Neutrino asked me to write up the plan for PA's economy system that I pitched him. PA's economy should allow for all the interesting depth of strategy you get with streaming and assisting economies but do so in such a way that will be easier to grok and get you to effectively annihilate planets much sooner.
Details
*We are using two resources, Metal and Energy.
- Metal is used to build things.
- Energy is used to run things.
- Metal extractors/makers will stream in at a set amount of metal per second depending on the building.
*Energy collectors/generators will stream in at a set amount of energy per second depending on the building.
*A factory or engineer will stream out metal to build units/structures at a set rate depending on the factory or engineer.
*A factory or engineer will drain energy while active at a set amount of energy per second depending on the factory or engineer.
*When either resource is drained, the remainder will be evenly split between all units and structures trying to use that resource.
*When your energy is drained, the amount of energy builders use is prorated. The metal output is also reduced via that prorated amount.
*When your metal is drained, the amount of metal builders produce is prorated. However, energy drain is not affected. It still costs full energy to power the builder.
*Weapons that use energy to fire will drain energy to charge up a shot. Once the charge is full, the weapon will fire. A drained energy economy prorates this charge.
*Units and structures are priced in metal. The time to build is a function of the factory or engineer that is constructing it and the number and types of engineers assisting the build.
*Metal and energy storage will allow you to build up reserves of resources. This allows players to have some buffer room when the resource drain exceeds the resource income.
*This is a direct-support style. If you have the resource income to run a builder, that builder can always build until you lose a resource structure or turn on another builder.
*Engineer assisting will apply metal at the engineer's metal production rate and drain energy at it's energy drain rate.
*Different factories and engineers may have different balance styles. For example: A tank factory may push a lot of metal but use a little energy, but a bot factory may push less metal but required much more energy due to the complexity of bots. Thus focusing on bots or tanks may be more viable on different types of planets.
Why are going with this economy style?
Economies from previous games had issues with many newer players. Builders used metal and energy at variable amounts based on the unit or structure being built, the engineer or factory doing the building, and a hidden multiplier inside of the engineer or factory. This often resulted in an economy that was humming along nicely, then a builder would assist or build another structure or unit and then the economy would be be drained almost immediately. Players had to play for a long time to understand the mathematical complexity that went on behind the scenes.
These changes should still keep the great streaming economy we've seen in past games but at the same time moving the focus to explosions, robots, and tanks over doing economy mathematics.[/i]