3 feature requests

Post ideas and suggestions on new features or improvements here.
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posted on November 24th, 2010, 9:19 pm
in ta when u had too much building, nothing stopped, just slowed down. so you can move constructors to things u want to build faster.

so in ta if u really wanted something done fast u had the heavier constructors make it, or even the commander. that was how resources were prioritised, and i liked it.
posted on November 25th, 2010, 12:45 am
Last edited by Nebula_Class_Ftw on November 25th, 2010, 12:57 am, edited 1 time in total.
I would like a hybrid system, that has an upfront cost, then a cost over time:
-Supply could have the smallest initial cost, only one quarter of the total supply cost (don't put in the tricorders and stuff, just essentials; gameplay reason is that it is easy to figure out how much you need, and supply crunch takes a little more time and thus is more forgiving.)
-Dilithium could be all upfront (lots of small dilithium shipments more likely to blow up, and the amount to use are pretty small; gameplay reason would be so that it wouldn't be a huge shift and we can still tell if we have enuff dil. at a glance)
-Tritanium could be half upfront and half spread out (a nice multiplication by 2 so that it is easy to see how much you need.)
Construction would have to stop, completely unlike TA.
posted on November 27th, 2010, 6:06 am
I do not like the Idea of  press a button and  bam 3000  ships appear.  WLBC ( Warlords  Battle Cry)  had where you could  Infinate build  Some units It was a feature that  can be  forgotten  about  and  If one did . One could  later find your self with a lot  of #  of units you dont need yet  that  have eaten up a lot of resoursed  you produced. I would support the Idea  of  having ships built in blocks  of  say  3,6, or 9 ship production runs however . Doing it that way the  yards are freed up quicker . versus  having a opponent who has Cehlers and serka's on auto build and is free to focus  ALL  his attention on you .
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