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Actually mines/quarries have been a long requested feature to solve the finite resource problem that I've regularly said "no" to, as I feel that don't fit into the game as a whole, regardless that "<Game> has done it before".
That's how other games have solved the problem, but I disagree it's the correct solution, they just never came up with one better. It makes no sense to implement a static building/structure type thing to a game with the kind of map RTR has, it just feels awkward and out of place in my opinion.
But, Earthquake is your solution to regenerate rock. Just case an earthquake over a harvested area, and it'll all start sprouting from the ground. :)
You can also cast Meteor as well, but it's not quite as effective.
I'm reminded of Total Annihilation, which gave you the "Metal Maker", a static building that converted energy to metal over time.
Instead of having this kind of building in RtR, it has the earthquake spell which provides mana to stone conversion in a more thematic way, with some added risk/reward and other utility.
Do those methods produce a viable amount of rock? My concern is that many of my defensive structures use rock as ammo so I'm unclear how I'd survive late game if rock is depleted. I wouldn't be able to defend anymore.
This "god" we play as is quite limited but it will be a long time before you would run out of stone. It only really effects the long play users who stay on one map.
The alternative is starting another map and mine it heavily, slowly transfering stone by limbo(sounds really boring and tedious)
The game is already pretty much won if you can go after day X, so the added challenge/risk of having to plan for the long run is a nice game mechanics. Not all resources are infinite, that's true for our world too... take uranium for example, everyone wants to build nuclear reactors but if every country in the world starts doing that the global reserves would be depleted in a decade.
I know this is a game, but moreso: why would you play it if, just after a few days, there is no challenge left? :-]
The earthquake spell is a way to solve it, and i'm glad there's a way to do this now. But I respectfully disagree with you Ray, I dont think the done and true "build a mine" solution is wrong or don't fit with the game. Its used because it relates to reality and because its a simple, elegant solution to manage resources in a game. Its not the only sollution, but its not wrong.
A simple deep mine that allows villagers to slowly mine underground a region of varied resources is a tested and true way. You can even have a spell to detect what kind of minerals you may find in a specific patch of dirt before settling a mine there, it can even go out of resources (except stone).
Of course, this is a moot point if the dev has settled for a decision (despite what could or could not be better), in this case... yeah, earthquake is fine.
That's a problem with the game lacking late game things to do, it doesnt have to do with having or not having a mine building. Specially since we have the earthquake spell now.
What I mean is that if you plan your village "tower defense grid" heavily based on rock ammunition then you're going to have trouble when rock is depleted. And this is a general statement which *could* eventually still be valid in the future. If rock becomes like wood (easily renewable) I'd remove it outright from the game... it would just be a rename of the wood resource...
I've seen so many players exploit the Spray tower (which IMHO is still a bit OP) which is used as early as possible to completely skip Bow Towers and Bullet Towers (sometimes I do that myself!), so *at this stage* of the game rock depletion is a counter-exploit mechanics which provides a long term planning challenge to those kind of players.
But I'm sure in the future everything will be re-balanced out again and we'll probably be focused on something else missing. ;-]
No, thanks, that's just taking a "bad" solution and making it less OP.