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IDProjectCategoryLast Update
0009076AI War 1 / ClassicSuggestion - Game MechanicsAug 14, 2013 3:32 pm
ReporterKahuna Assigned To 
Status consideringResolutionopen 
Summary0009076: Making the Economic Command Station a more viable option.
DescriptionEcon CS itself wouldn't produce metal or crystal. It would produce a nice amount of energy (The Energy Collector could be nerfed a little bit to make Econ CSs a more viable option) and increase the effectiveness of the harvesters on that planet by 25%/50%/100%. This way Econ CS would work well WITH upgraded Harvesters.

And in addition that that.. maybe Economic Command Station could make building or repairing units or whatever on that planet 10%/20%/40% cheaper? That might be a viable option for Logistic and Military Command Stations. Rebuilding the destroyed ships and defenses after a wave would be cheaper.. but you wouldn't have the benefits of the Logistic or Military Command Station.
TagsNo tags attached.
Internal WeightFeature Suggestion

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Ranakastrasz

Jun 30, 2013 3:10 pm

reporter   ~0033038

Reduced resource cost is a bit iffy. However, it does seem reasonable.

Having it produce drastically more energy would make it viable as an option.

Adding an Amp to resource harvesters makes sense, as it would synergize with those upgrades. (Especially spire cities. Gonna get military Damage amp, Speed boost/debuff, or increase resource generation?)

Having the T3 instead of going from 50% to 100%, instead giving 75%, and amping adjacnet planets by 10-25%, might be better. (Admittedly, would want that kind of effect on other com stations too, lesser on adjacent planets)

TechSY730

Jul 1, 2013 1:43 am

reporter   ~0033043

Agreed on giving it more energy production for all of the tiers.


However, the econ station foldouts for the Mk. II and Mk. III have already made researching them much more viable when compared to harvesters, though the question still remains whether it is worth compared to the other stations (probably not, unless you spawned in a resource spot barren area of the galaxy)

Ranakastrasz

Jul 1, 2013 12:45 pm

reporter   ~0033045

Well, if you don't have Spire enabled, which tends to dominate the resource production scene (at least in the few game's I've played) I would say that the extra resources are critical. Early in the game, I do think it is well worth it for early resource boost, at least at Mark 2. Not sure about Mark 3 however.

If you clear out a relatively isolated area, putting Eco stations there is reasonable, but I don't think unlocking T3 is worth it.

The foldouts make it more worth it, as it gives an extra station, essentially.

ArnaudB

Jul 10, 2013 1:07 pm

reporter   ~0033106

I've often play with Double Home, but even there I'd say unlocking the Eco station isn't worth it. The resource boost isn't shining and the Energy bonus is negligible (Looking for a zenith power gen, not necessarily from trader, is much better).

I support the move for a buff of the Eco station. Especially for resource rich-systems would be nice.

Bognor

Jul 29, 2013 11:39 pm

reporter   ~0033180

"And in addition that that.. maybe Economic Command Station could make building or repairing units or whatever on that planet 10%/20%/40% cheaper?" - I don't like that bit, as it would encourage the tedious micro of moving damaged ships to a different planet before repairing them, disabling any auto-repairing facilities along the way.

zharmad

Aug 14, 2013 3:32 pm

reporter   ~0033259

+1 on extra energy production. Moving 30K ~ 50K from the energy collection and giving it to Econ-I could give players a strong reason to build these over Log-I or Mil-I.
Energy bonuses would scale up similarly: Econ-II (2x) and Econ-III (4x).

 = = =
 I would prefer that Econ commands keep their flat resource bonus, because their current main utility over harvestor upgrades *is* resource generation in a barren corner. Otherwise, I will still unlock the harvestors first.

 If we were to (also/instead) give them per-resource-boosts, I would prefer flat values.

Issue History

Date Modified Username Field Change
Jul 31, 2012 5:24 am Kahuna New Issue
Jul 31, 2012 5:29 am Kahuna Description Updated
Jul 31, 2012 5:33 am Kahuna Description Updated
Jul 31, 2012 8:10 am tigersfan Internal Weight => Feature Suggestion
Jul 31, 2012 8:10 am tigersfan Status new => considering
Jun 30, 2013 3:10 pm Ranakastrasz Note Added: 0033038
Jul 1, 2013 1:43 am TechSY730 Note Added: 0033043
Jul 1, 2013 12:45 pm Ranakastrasz Note Added: 0033045
Jul 10, 2013 1:07 pm ArnaudB Note Added: 0033106
Jul 29, 2013 11:39 pm Bognor Note Added: 0033180
Aug 14, 2013 3:32 pm zharmad Note Added: 0033259