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.
_________________ 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.
_________________ bucket link
|
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.
_________________ ... in space, no one can hear you scream.....
|
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
_________________
Xavier I. Agamemnon
CD/I.C.S Spartacus
HC/I.C.S Athena
CDD/I.C.S Achilles
Leader of the Exathra Alliance Fleet.
|
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
_________________
|
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.
_________________
|