From The Depths
An Ning May 13, 2018 @ 2:51am
Resource zone limitations
I'm curious what others think about this.

I'm fine with (greatly) limiting how fast you can drill up resource (as it is now. Before you could mine with about 40 resource miners before you'd lose efficiency.. now 8 caps how much you mine), but limiting how much resource you can get from the zones as well I find to just be annoying.

"You can only mine this with 5 lasers... and you'll only get 15,000 resource from it max"
...then why do I want it?
"It has 15000 resource in it"
..it'll take me 2 hours to get it, and whatever I build to GET the resource will use up at least a third of what I plan to get from it.... I don't want it.


So my personal thoughts on it:
Limit how fast you can mine, sure... but either don't limit how much resource you can mine in total... or greatly increase their reserves.


What do others think?
Last edited by An Ning; May 13, 2018 @ 2:54am
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gFreak696 May 13, 2018 @ 3:09am 
yes
Mortus Eclipse May 13, 2018 @ 3:14am 
Hmmm... RTG powered drone? That way you get 100% return on harvesting.
FourGreenFields May 13, 2018 @ 3:14am 
I think it might be a good idea to have the reserve replenish at a very slow rate. Like 1 material every other second - would give you a reason to place a fortress there, and give them a small long-term value, without increasing total material-generation too much.

When all resources got combined into materials, there was also some talk about boni for certain types of blocks. So there could be areas/resource-zones that give you cheaper lasers if you have them, or give some boni to armour or guns.

Originally posted by Mortus Eclipse:
Hmmm... RTG powered drone? That way you get 100% return on harvesting.
Still need to attack the grid though, and that's what'll cost most materials, not the mining.
Last edited by FourGreenFields; May 13, 2018 @ 3:15am
Jmih May 13, 2018 @ 3:17am 
Originally posted by FourGreenFields:
I think it might be a good idea to have the reserve replenish at a very slow rate. Like 1 material every other second - would give you a reason to place a fortress there, and give them a small long-term value, without increasing total material-generation too much.

When all resources got combined into materials, there was also some talk about boni for certain types of blocks. So there could be areas/resource-zones that give you cheaper lasers if you have them, or give some boni to armour or guns.

Originally posted by Mortus Eclipse:
Hmmm... RTG powered drone? That way you get 100% return on harvesting.
Still need to attack the grid though, and that's what'll cost most materials, not the mining.
A Laser drone that dodges everything man.
CHOO CHOO May 13, 2018 @ 4:41am 
IMHO it's fine; you can take them at your convenience to get a quick resource boost, or ignore them.

If every resource zone regenerated, the map would be way too cluttered.
An Ning May 13, 2018 @ 5:06am 
The map is cluttered anyways, with all the fleets being sent out to "reinforce" various tiles.
Smogo1217 May 13, 2018 @ 6:24am 
say no to limited say yes to infinent
CHOO CHOO May 13, 2018 @ 6:41am 
Originally posted by An Ning:
The map is cluttered anyways, with all the fleets being sent out to "reinforce" various tiles.
Agreed.

How about instead of making them infinite, just increase their total yield so it's at least worthwhile to grab them?
Originally posted by CHOO CHOO:
IMHO it's fine; you can take them at your convenience to get a quick resource boost, or ignore them.

If every resource zone regenerated, the map would be way too cluttered.
lol 15k resource "boost" is literally nothing aka only enough for one starting ship max.
capturing ♥♥♥♥♥♥ ow or dwg ships and then snowballing is the way to play neter.
Carolus Magnus May 14, 2018 @ 10:19am 
My imperium age of sail campaign only has low yield infinite resource zones, next to the singular high yield starting zone and some finite short-term high-gain zones to represent the buccaneering of majour ports.

I think it works quite fine. Maybe the current situation in neter is because Nick wants you to expand agressively? It doesn't really achieve that aim because the strategic AI is such a balloons-for-brains (MDK2 ;) ), and there's so many ways around it.

As said above, boarding and scrapping is a mainstay of most player economies. But I have a stern dislike for that. I'd rather set the percent of enemy resource gain high and tank out a few waves of baddies with my submarine fortress belt around strategic straits. In fact, I am currently letting the DWG live just so they hurl stuff my way I can earn a neat percentage of when it dies horribly, in vain.
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Date Posted: May 13, 2018 @ 2:51am
Posts: 10