Mining Upgrades and/or experience

Post ideas and suggestions on new features or improvements here.
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posted on January 6th, 2010, 4:53 pm
The Chor changed?
posted on January 6th, 2010, 4:58 pm
Oh, I thought you knew, as you presumed to speak from experience before  :whistling: . The Chor used to be considerably abused, so much so that there was a mandatory "no Chor rush" ... simply put, its main weapon was deadly effective, whereas now it is more a deterrent to scout/single destroyer killings rather than a powerful offensive tool :) .
posted on January 6th, 2010, 5:02 pm
Last edited by Tyler on January 6th, 2010, 5:04 pm, edited 1 time in total.
Oh, you mean it's weapon? I never really noticed the drop since I rely mostly on turrets for defense. They usually destroy attackers before a Chor is even in range.

I always thought the high damage in the tooltip was a mistake...
posted on January 6th, 2010, 6:43 pm
Dominus_Noctis wrote:@Yandon, did you mean inspired by Starcraft II? Starcraft I had no experience system or incentive to keep investing as I recall  :blush:


No experience system in SC or SCII (that I can see). You had the option to continually invest by producing more peons (scv's/drones/probes) for mining. More peons=higher total gather rate. And this is just at your natural starting point, before you even expand. One of the SCII replays shows a nice shot of peon counts. One guy had 50% more peons on the same number of expansions and you could see his unit production capability was outstripping the other guy.
posted on January 6th, 2010, 6:47 pm
Last edited by Ruanek on January 6th, 2010, 6:53 pm, edited 1 time in total.
I meant the miner cloaking and being able to mine (and move) while cloaked, not just stopping it and using stationary cloak.  I don't think it would be unbalancing, because you'd (theoretically) have to either upgrade the miners or research (which would prevent using it too early) and at that point your opponent should have cloak detection.

I wouldn't mind constructors cloaking if they couldn't build while cloaked.

Edit: added constructor statement
posted on January 6th, 2010, 6:54 pm
yandonman wrote:No experience system in SC or SCII (that I can see). You had the option to continually invest by producing more peons (scv's/drones/probes) for mining. More peons=higher total gather rate. And this is just at your natural starting point, before you even expand. One of the SCII replays shows a nice shot of peon counts. One guy had 50% more peons on the same number of expansions and you could see his unit production capability was outstripping the other guy.



  Hmm ... but in both SC and WC there is a certain number of peons that you can have at ONE of the resources at any given time.  More than that and it doesn't work any better.  Yes, in SC you can have more miners on Crystal but only a certain number on Gas at any one time.  In WC you can have as many as you want on Wood but only a certain number on Gold at any one time.

  ^-^
posted on January 6th, 2010, 7:24 pm
Boggz wrote:  Hmm ... but in both SC and WC there is a certain number of peons that you can have at ONE of the resources at any given time.  More than that and it doesn't work any better.  Yes, in SC you can have more miners on Crystal but only a certain number on Gas at any one time.  In WC you can have as many as you want on Wood but only a certain number on Gold at any one time.

  ^-^

Exactly, and even then, I don't remember an infinite number of gatherers all being able to crowd around one Wood (tree) :)
posted on January 6th, 2010, 7:33 pm
Dominus_Noctis wrote:Exactly, and even then, I don't remember an infinite number of gatherers all being able to crowd around one Wood (tree) :)


No but several would try to chop down one tree until eventually one peon would 'rob' the rest and actually get the logs so having too many on wood could also become inefficient.
posted on January 6th, 2010, 8:30 pm
Yeah - but there were ~16 mineral points (and more than that for WC trees) per resource location. To fully utilize a resource location in SC/WC, you have to spend more time and money than in FO. Is SC/WC, you're faced with a choice to fully develop your economy in that location or not (in favor of research or army development). In FO, there is no real choice (unless you're Dominion) - you setup your mining in the first 2 minutes and (until you expand), you don't touch them again.
posted on January 7th, 2010, 10:11 pm
I dont like the ideal of civil units gaining ranks through civil process, i just dont think its right for vessels you merely command to be promoted for.. doing what they are there for :D just flying around a moon is not the most kicking achievement. I think we will keep the experience with military vessels only :)
posted on January 7th, 2010, 10:14 pm
Optec wrote:I dont like the ideal of civil units gaining ranks through civil process, i just dont think its right for vessels you merely command to be promoted for.. doing what they are there for :D just flying around a moon is not the most kicking achievement. I think we will keep the experience with military vessels only :)


Yeah if anything the auto-pilot is what would gain experience.  :lol:
posted on January 7th, 2010, 11:20 pm
Tyler wrote:Oh, you mean it's weapon? I never really noticed the drop since I rely mostly on turrets for defense. They usually destroy attackers before a Chor is even in range.

I always thought the high damage in the tooltip was a mistake...


the chor's tooltip reflected its pwnage :P

i tried using a fleet of only chors against an ai late game, it was surprisingly effective. beam never missed, and did super damage. well not super, but a nice amount. it was funny.

maybe someone could modify a chor to have the same offense as a veteran defiant :lol:
posted on January 7th, 2010, 11:21 pm
The third Klingon avatar should have a Chor piloted by Worf...
posted on January 7th, 2010, 11:28 pm
prepare for ramming speed!!!  :D

CHEGH-chew jaj-VAM jaj-KAK
posted on January 8th, 2010, 12:40 am
Yeah - I'll agree that experience for doing nothing/autopilot is crap.


What if you could dock your mining ships with your enemy's mining station and steal resources (and then you'd have to fly back to your mining station to drop them off)...
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