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April 27th, 2003, 08:24 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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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.
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April 27th, 2003, 10:04 AM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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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.
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Slick.
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April 27th, 2003, 10:06 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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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.
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April 27th, 2003, 11:36 AM
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Corporal
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Join Date: Feb 2001
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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
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April 27th, 2003, 11:47 AM
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Private
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Join Date: Mar 2003
Location: Vancouver, BC Canada
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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 ]
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April 27th, 2003, 12:51 PM
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Brigadier General
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Re: minerals, a game design decision
Mineral planets are the best!
On a serious note, the more balanced the resource usage is, the more likely it is that the AI will get 'resource screwed', because it misses one resource and will be stalled for a time.
Rollo
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April 27th, 2003, 02:49 PM
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Shrapnel Fanatic
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Re: minerals, a game design decision
Slick:
Actually, P&N (and other mods) makes different types of weapons and components coist different types of resources, not jsut make them all equal. You have to make design decisions based off of available resources, not just techs.
Quote:
Originally posted by klausD:
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
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Check out Adamant Mod. 
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