Comm/Khamm Energy should be one pool
culprit
Join Date: 2005-01-07 Member: 33527Members, Constellation
<div class="IPBDescription">Creating trade-offs and easier to understand</div>I posted in the tweet feedback thread about this in response to the recent tweet about Energy complexity and confusion.
The idea is that Energy only comes from tech points and is a single pool. Taking more tech point results in increased energy income and a larger energy pool. This connects energy to territory control along with limiting energy usage while turtling.
Additionally, activating a energy ability would have a low T-res cost along with the energy cost (generally 1 T-res, although this isn't as crucial). Losing resnodes will decrease the viability of using energy abilities due to the additional T-res cost.
P-res should only be able to buy FPS-level items/lifeforms just like all other players, either comm/khamm or not. A khamm could spend P-res on a pre-evolved egg while asking for a volunteer to go gorge. A comm could drop mines or welders using P-res.
I believe this creates the needed trade-offs and relationship between T-res and energy while keeping P-res balanced at various player sizes (the goal of the T-res/P-res system). This also eliminates any value in switching out comm/khamm during a game. Crucially, it simplifies the Energy system to a single pool that is easy to grasp while allowing various trade-offs and disparate command options.
Share you thoughts and criticism please.
The idea is that Energy only comes from tech points and is a single pool. Taking more tech point results in increased energy income and a larger energy pool. This connects energy to territory control along with limiting energy usage while turtling.
Additionally, activating a energy ability would have a low T-res cost along with the energy cost (generally 1 T-res, although this isn't as crucial). Losing resnodes will decrease the viability of using energy abilities due to the additional T-res cost.
P-res should only be able to buy FPS-level items/lifeforms just like all other players, either comm/khamm or not. A khamm could spend P-res on a pre-evolved egg while asking for a volunteer to go gorge. A comm could drop mines or welders using P-res.
I believe this creates the needed trade-offs and relationship between T-res and energy while keeping P-res balanced at various player sizes (the goal of the T-res/P-res system). This also eliminates any value in switching out comm/khamm during a game. Crucially, it simplifies the Energy system to a single pool that is easy to grasp while allowing various trade-offs and disparate command options.
Share you thoughts and criticism please.
Comments
Long and short of it: totally agree with this.
I'm not sure I completely follow the suggestion but what I take away from it is this simple fact: as an alien commander, I want to drop a cyst but I can't, and the readouts don't tell me why. I have to click on the hive to see that I don't have enough energy to do so.
Why do I see personal res on the top readout? I'm commanding, not saving up for a shotgun.
I'm sure there is a host of balance and gameplay issues that require energy to be invested and accumulated per structure, but I think it could all be simplified for a much easier experience.