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Regenerating supply dock?
Kazan
post 29 Jan 2015, 12:27
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A Regenerating supply dock would ensure that the strategic importance of holding on to your secondary expansion will not diminish over time and the secondary economy should be revoked. That'll make the game much MORE interesting and micro intensive because then, every unit would count rather than mundanely pooping out myriad of units against your opponent who'd be doing the same!
But the million dollar question is, is it possible to code it!?

This post has been edited by Kazan: 29 Jan 2015, 12:27
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X1Destroy
post 29 Jan 2015, 12:51
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It's impossible.

I asked that question long ago. If it was codeable it would have been done on various mods already.

This post has been edited by X1Destroy: 29 Jan 2015, 12:52


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Kazan
post 29 Jan 2015, 13:35
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QUOTE (X1Destroy @ 29 Jan 2015, 17:21) *
It's impossible.

I asked that question long ago. If it was codeable it would have been done on various mods already.

Dammit!
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The_Hunter
post 29 Jan 2015, 13:50
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QUOTE (X1Destroy @ 29 Jan 2015, 14:51) *
It's impossible.

I asked that question long ago. If it was codeable it would have been done on various mods already.


Not sure what you are basing yourself on but it actually is possible but its not feasible because of the huge impact it would have on the gameplay



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A34Comet
post 29 Jan 2015, 15:30
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QUOTE (The_Hunter @ 29 Jan 2015, 20:50) *
Not sure what you are basing yourself on but it actually is possible but its not feasible because of the huge impact it would have on the gameplay


Wow that is possible? On codding floor?
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The_Hunter
post 29 Jan 2015, 15:46
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basically you simply create a neutral structure that can't be destroyed and simply spawns a new supply pile after the previous one is depleted, its not that complicated really.


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Knjaz.
post 29 Jan 2015, 15:55
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your mentioned secondary expansion points already received a 100% buff in cash they house (means, they last well 20+ minutes into the game, given there's no lag whatsoever), and oils became rebuildable.

I'd recommend to check out new changes first before promoting further ones.

This post has been edited by Knjaz.: 29 Jan 2015, 15:58
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(USA)Bruce
post 29 Jan 2015, 17:42
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QUOTE (Kazan @ 29 Jan 2015, 13:27) *
A Regenerating supply dock would ensure that the strategic importance of holding on to your secondary expansion will not diminish over time and the secondary economy should be revoked. That'll make the game much MORE interesting and micro intensive because then, every unit would count rather than mundanely pooping out myriad of units against your opponent who'd be doing the same!
But the million dollar question is, is it possible to code it!?


Regenerating supplies would mess up the games balence entirely.This game is based apon expansion as much as its based on macro and micro.If your foe is rushing secondary eco;
In no way shape for form will he be able to create units at the same pace as you, nor will be have an eco to match your secondary supply anytime soon.Knjaz can give you the numbers of the amount of money generated from an SDZ (Its full cost) vs a supply center with two trucks..
If you dont exploit the downsides of your foes choises then thats your problem

The second hand seconday eco is not a godsent, even for a faction who has unlimited power(Eca)
When you have the handicap of a single powerplant, and when its destroyed your production time is doubled,your defences dont work and your eco isnt functioning.
More investment in secondary eco means more requirement of buildspace

QUOTE (Knjaz. @ 29 Jan 2015, 16:55) *
your mentioned secondary expansion points already received a 100% buff in cash they house (means, they last well 20+ minutes into the game, given there's no lag whatsoever), and oils became rebuildable.

I'd recommend to check out new changes first before promoting further ones.

Rebuildable oils is a huge deal, they're the most expendable(As in you should put some AA next to your hospital tongue.gif) yet valueble tech building now
So I agree with Knjaz fully on this one

This post has been edited by (USA)Bruce: 29 Jan 2015, 17:43


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A34Comet
post 30 Jan 2015, 4:55
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QUOTE (The_Hunter @ 29 Jan 2015, 22:46) *
basically you simply create a neutral structure that can't be destroyed and simply spawns a new supply pile after the previous one is depleted, its not that complicated really.



Oh! Yes that is one way

Except maybe adjustment for every map is needed...
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teslashark
post 30 Jan 2015, 8:29
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Solved by Xenoforce and very possibly some pre-2010 mods. Just have a look at all the neutral planes dropping supply clusters over the supply piles in Xenoforce.


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(TUR)Metin
post 14 Feb 2015, 20:38
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Regenerating supply piles would make supply piles on the map pointless. Not to mention secondary economy would be obsolete as well


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{Lads}RikerZZZ
post 15 Feb 2015, 5:12
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QUOTE (Brock obama @ 14 Feb 2015, 21:38) *
Regenerating supply piles would make supply piles on the map pointless. Not to mention secondary economy would be obsolete as well


I prefer that tbh. Ive always found the 2ndary eco to be clunky and just so boring because it promotes turtling play


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Knjaz.
post 15 Feb 2015, 11:27
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QUOTE (RikerZZZ @ 15 Feb 2015, 6:12) *
I prefer that tbh. Ive always found the 2ndary eco to be clunky and just so boring because it promotes turtling play


1.85:
Current supply docks last for ~20+ minutes.

If turtling in your base while spamming sececo is more efficient than gaining map control and attacking said base during those ~20+ minutes with all you have, it's not a sececo problem, more like something allows you to have massive efficiency advantage over attacking force (like, for example, 1.802 Leaflet Drop, or map layout, or something else).

This post has been edited by Knjaz.: 15 Feb 2015, 11:29
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