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Balancing of Resources via unique specialization options.

Posted on Friday, June 16, 2017

So I know that Brad said in a different thread that they were going to be looking at the map generation system and that a large part of this may be due to the strangeness in the map generation.

But in every game I have played I find myself with very little Duratanium, Elerium, and AntiMatter   with HUGE HUGE HUGE amounts of the other two...

The use of strategic resources needs to be balanced...  but I was thinking that perhaps it could be balanced in a different manor...

What if the specializations also altered the resource that a weapon/defense/improvement needed?

So we have Engines...     Thillium makes them smaller,  AntiMatter makes them cheaper, Elerium makes them faster  or something...

Manufacturing:   Duranium increases output,  Antimatter makes them less expensive to operate, Promethium makes them cheaper to build...

etc etc..   this gives the player a bit of a choice as to which resource their things will use..  while also allowing certain resources to be much much more valuable..  Say making Thillium or something be tied to anything that makes stuff smaller....     so the player that otherwise always focuses on small stuff... may instead choose to go a different route cause they happen to have too much say  Antimatter.


This could also be a sub tier choice that is made independant of the current specializations...     make it like a one turn research blip that the player choses that is unique and cannot be traded.  

 

thoughts?