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The target base would produce max 1 thing a turn, and the contributors nothing. Great for loading up SPs in a megabase, but not for much else and a bad idea during not-yet-decided vendettas. I'm just spitballing.
How about this idea...Convoy potential is based upon infrastructure.If Sparta Command is connected to Bunker 357 by a road, a convoy can move up to 3x the default amount of stuff.If these bases are connected by mag-tubes, a convoy can transfer up to 6x the default quantity of materials.If, however, these bases are connected by forests, the convoy will take a very long time to deliver the goods.Even harder to program? Probably. But I like the concept. Maybe the length of the road is figured...Strategic bombardment of roads would become more significant. I have not yet built a mag-tube in SMAX.
...in order for it to make sense it would need to apply to square-to-base convoys as well, and balancing that might get tricky...
Quote from: Yitzi on March 02, 2014, 09:58:35 PM...in order for it to make sense it would need to apply to square-to-base convoys as well, and balancing that might get tricky...I was thinking about that too. It always seemed a little odd to me that an isolated mine with a road stub receives a production bonus. If the road, however, were to connect to a city, then the mineral harvest should increase.As for food and energy resources...I wonder if a road should boost the convoy potential of those as well.If so, the importance of creating and maintaining your roads and mag-tubes would be important (without excessive micro-management). The AI loves to build roads, so it would benefit from some sort of bonus.
Interesting idea. Would certainly make going down the Maglev tree more tempting
A simple formula might be just to apply a -/+ penalty/bonus on convoyed resources depending on how it is linked (if at all) with a road path to the homed city. Or a % based penalty/bonus. The penalty reduction or bonus could be increased at Maglev over Road. Currently I'm playing at -1 resource crawled. Might be more interesting if it was -2 with no path, -1 with road, and penalty negated at Maglev, as an example.
Crawlers don't need a huge tonedown, relative to formers they are weaker. But at the same time, they are a strong mineral-dump alternative once you have enough formers to terraform. Also rushing to IA every game isn't very strategic. I think having a min base size to crawl, and +1 crawler per x pop subsequent would be good.
...A simple formula might be just to apply a -/+ penalty/bonus on convoyed resources depending on how it is linked (if at all) with a road path to the homed city...
Quote from: Nexii on March 05, 2014, 06:25:26 PM...A simple formula might be just to apply a -/+ penalty/bonus on convoyed resources depending on how it is linked (if at all) with a road path to the homed city...That could work...Hmm, what if a crawler is next to its home base, but not on a road? I don't think a convoy penalty should be imposed in that case.How about this?1. A crawler calculates its fastest path back to its home base (by using mag-tubes, roads, rivers, etc.).2. It will therefore need to expend a certain amount of movement points to get home (i.e. 1 point for a 3-tile-length road).3. The convoy resource penalty is proportional to these movement points. (Or a bonus is inversely proportional.)I don't think I've ever built a Supply Rover. It should convoy more stuff than an infantry-based crawler. <Insert Morgan's voice here> Greater investment leads to greater returns (and greater risk). Imagine Supply Rovers hurtling along highways, or flowing within cooperative fungus, or zipping inside mag-tubes. They should deliver abundantly.
It would add to the micro-management burden of the game though.
OTOH, rebasing crawlers wouldn't be an issue anymore.
If convoys have negligible travel time and it's just extraction that's the issue then the distance shouldn't matter, and if the travel time is not negligible then there should be an actual turn delay.