Economy rework sketch

by Hizsoo
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Economy rework sketch

★★★★★ Apprentice

I wrote a set of ides here about what to change in the game's economy and a few things related to it.

 

Harvester rush: If the game would give a better incentive to start with a scouting unit, than players would complain less about rushes, because it would be more of a standard to be equipped to couter it.

 

Resource packages: You can claim your own, by standing on it for 3 sec with a combat unit and destroy your opponent's by standing on it for 3 sec. Gives a set amount of Tiberium over a duration.

 

Harvester bounty: Having a big chunk of harvester bounty creates more negative interactions than positive ones. Change Harvester bounty to 30 and rebuild cost to 20 with a 3 sec Harvester rebuild cooldown.

 

2x Harvester: When 2 of your harvester are harvesting at the same time, reduce the efficiency of income gained from harvesting by 10%.

Tib generation rate: It would be nice to have public information about how exactly the tib generation works, but assume the the last 1 or 2 ramp up phases of the economy needs to be removed and the rest can be reorganized.

 

If the Tiberium excavation rate increases, than the Tiberium field exhaustion rate should increase by just as much.

 

Max Tiberium capacity: change it to 800

 

Tech Lab: It could be a good addition, if building your unit production buildings would require a rare mineral from the Tiberium fields, like deuterium from water. You would have a few hundred Tiberium available, if you don't make any combat units and just rushing to Tech Lab - building only your unit production buildings.

 

Scavangers: I think the right amout of tib to gain from their passive is 6-7.

 

Resource values: In this game, cost and resource values are provided in multiples of 10. Why is it good? It is kind of new player friendly. It is easier to do quick math in your head with smaller numbers, but it is not that important. You should be able to justify the cost of your next 2-3 spendings, like Air Tower(50) + Phantom(100) costs 150, but it would be better, if you could rely on something else than counting in head.

Display how much resource you will end up with, if you build 1 copy of the unit you are hovering on. It doesn't work well on mobile, but would be a step in the right direction.

With bigger resource values, it would be easier to fine tune the cost of units.

 

Building on UI with transparancy: It would be nice to see the units of your deck in building you didn't built yet with a tint of the faction color, instead of full color when available.

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