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[FAQ
Forum Index » » Developer Feedback » » [Suggestion]Depots need resources
 Author [Suggestion]Depots need resources
Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2011-04-30 04:46   
A depot on a lonely planet works its best to tirelessly supply and repair ships that request planetary support.

20 depots on a dedicated planet send thousands of tonnes of metal, explosives, plasma and hydrogen for armor, weapons and jumpdrive fuel.

My suggestion is, that a depot should require resources to manufacture and transport the war materials from planet to space. This will also promote use of mines on planets besides dedicated mining colonies, and also use of starports for emergency needs.

I find a resource consumption of 25 resources every 10 seconds per depot to be a good initial level for playtesting. That is 500 resources per 10-second tick for 20 depots.

A problem could be extractors, as they mine 600 resources per tick, and can easily counter the consumption of the depots, so I would suggest testing for consumption between 25 and 40 resources per tick.

Thanks to flooder the TC for suggesting.
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Forging legends and lives outside till naught remains inside.


Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2011-04-30 05:14   
OR....
limit the depots one per rock, increase rep rate a little.

If you want a cluster of repair, than build sup plats. They use res when they rep already.

But there shouldn't be more than one depot on a planet. To me, THAT is the issue.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-04-30 06:08   
Quote:

On 2011-04-30 05:14, Azreal (Ret) wrote:
OR....
limit the depots one per rock, increase rep rate a little.

If you want a cluster of repair, than build sup plats. They use res when they rep already.

But there shouldn't be more than one depot on a planet. To me, THAT is the issue.





That's a bit harsh. Perhaps a limit of 3 to 5 depots. The problem only happens when there're 12 depots. That's where any ship can tank it against an entire fleet.
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Xavier I. Agamemnon
Grand Admiral
Exathra Alliance Fleet


Joined: October 12, 2010
Posts: 357
From: Babylon5
Posted: 2011-04-30 06:56   
Quote:

On 2011-04-30 04:46, Brahmastra wrote:
A depot on a lonely planet works its best to tirelessly supply and repair ships that request planetary support.

20 depots on a dedicated planet send thousands of tonnes of metal, explosives, plasma and hydrogen for armor, weapons and jumpdrive fuel.

My suggestion is, that a depot should require resources to manufacture and transport the war materials from planet to space. This will also promote use of mines on planets besides dedicated mining colonies, and also use of starports for emergency needs.

I find a resource consumption of 25 resources every 10 seconds per depot to be a good initial level for playtesting. That is 500 resources per 10-second tick for 20 depots.

A problem could be extractors, as they mine 600 resources per tick, and can easily counter the consumption of the depots, so I would suggest testing for consumption between 25 and 40 resources per tick.

Thanks to flooder the TC for suggesting.



i think this idea will work
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Xavier I. Agamemnon
CD/I.C.S Spartacus
HC/I.C.S Athena
CDD/I.C.S Achilles
Leader of the Exathra Alliance Fleet.

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Tommas [ USF HunnyBunny ]
Chief Marshal
Pitch Black


Joined: February 04, 2006
Posts: 581
From: Norway
Posted: 2011-04-30 07:27   
This idea been tossed out many times...and im all for it
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-04-30 08:39   
We've already got plans to fix depots, as mentioned elsewhere countless times on the forums.
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