Thursday, April 12, 2012

Drain Eco vs Pay as You Go Eco

[:1]In the latest VLOG CT says that some people say they love the new pay as you build eco better than the old eco. I genuinely have never met anyone who says that so I would be interested to know if anyone here feels that and their reasons for it. Also I think it would be interesting/useful for GPG to see the kind of percentage of players who prefer each one (although this sample is obviously not fully representative).|||The reason many people like the Pay up front system is due to it being the industry standard and its simplicity. I much prefer a rate based economy but due to A: Their being no tutorial on how it works and B: It requires some thinking on the players part. It was too easy to stall out for people who did not understand the system.
I would love Kings and Castles to be rate base but I doubt it is going to happen.|||'Drain'
/thread|||I loved sc1 and FA, however micro managing your economy so you didn't stall out was a bitch.
What made it really annoying was there way no way to prioritize projects. A mavor was such a huge expense and placed such a huge drain on your econ that starting one bricked everything else.
It was a neat system but you could do more damage to your self by trying to upgrade 2 buildings at the same time than the enemy could do by wiping out your army.
Not good.|||Headless|||HighFlyer15|||RastiMinato|||seiya|||I prefer pay-as-you-go for most RTS games, but K&C has SupCom's heart, and drain eco is a million times more suited for it.|||Mooilo|||Drain all the way. Pay as you go is for people who are too damn stupid to be playing the damn game in the first place. I mean seriously, "oh noes I have stalled my economy" whos fault is that? Im gonna write to AUDI to see if they can make their engines less complicated, because I'm not exactly sure how they work.
When will this dumbing down stop? Its an insult to people with a freakin brain between their two ears. Keeping your economy afloat in FA is NOT rocket science, and OBVIOUSLY if you are new to it then it may take some learning but WHAT DOESNT at the start?
DRAIN DRAIN DRAIN DRA...................|||seiya|||slinki|||Generally speaking, I couldn't care less about the drain over time vs pay up front.
'Pay up-front' is probably easier for random gamers to get into, so I think that's what they should probably choose.. However, the extreme price scaling of the original Supreme commander and FA (which allowed for the extreme scaling in unit power) may only have been possible with the pay-drain system. Compared to the first games, SupCom2 has a sharply decreased scaling between basic tanks and the strongest experimentals, and I think that's a bad thing. So if they need the pay-drain system to smoothly implement extreme differences in unit power (and the proportional differences in cost), then I'd be happy with a 100% pay-drain system, or even a combination of both where the paid-over-time model was only used for the special mega units.

Either way, I do care about being able to queue things. If they want to make this a frantic paced RTS that also involves a lot of construction then I'd like to be able to queue up structures before I can afford them (i.e., structure costs shouldn't be deducted until my builder gets there and starts working.. queued items that can't be purchased and pause the constructor just like they've done with factories).
This depends a lot on the way the game is played. In Sins of a Solar empire you can't queue more than what's in your bank, but the game's overall design keep things simplified in a lot of ways (e.g., everything is bound to planets and there are very few build slots per planet, and the overall pacing of the game is slower) so it's not that much of a hassle to keep track of your growth even if you have to sit and wait for resources..
But I could never play Forged Alliance if I always had to have the resources in the bank before I queued things. The game just grows too quickly, and it has to grow that quickly because you start with one ACU and ramp up to insanely massive battles in a matter of minutes. The broad and open maps, the fast and fluid combat, and the large numbers of builders and things to build all required that you spent a lot of time micromanaging individual unit activity. So when you did have a free moment to queue build orders, you needed to be able to queue up 10's of minutes of activity all at once.|||Headless|||Neither, the one that Chris suggested in the Vblog sounded great.|||DoesAnyoneFearChina|||4 resources, stone, food, gold, magic..
Would the idea of draining the magic pool, when you ran out of stone, be stupid..?
Mages can create a bridge, so obviously they can create stone..
What if the drain went onto the magic pool, if you qued up a building that you couldn't afford in the end, but it would still get build, since you through magic could create stone, not much and it would be a pretty big drain, to prevent people from doing it all the time, but still.. I'd rather have some pool to drain, instead of having to sit and wait for my stone to come in from the mine or whereever and then be able to start it up.. Also magic stone would make the construction time longer.. Just like in vanilla/FA..
So you could start a project with magic, but you'd need real stone to finish it up.. Or else it would be weaker, a wall build with magic would never hold as long as a wall made out of pure stone..
It would be a loan system.. You'd have to loan from one pool until you'd be able to pay back in the correct currency..
Or just stop me now and explain why this is a bad idea.. Just thought about it and wanted to share the thoughts..|||Headless|||Maybe we can make a compromise? 1/3 of the unit's cost is paid up front and the rest is paid as you go?
Personally I like the drain economy model. The idea is perfect but IMO the execution was a bit flawed. The exponential output of mexes, power plants, and unit costs was one of the reasons why so many of my friends couldn't get into the game. So in the mex case, replace 2-6-18 with, say, 10-15-20 or something (and make unit costs reflect the new values).
That and a good tutorial helps too.|||HighFlyer15|||They should go for drain abse but on two conditions to make it suitable for eveyone.
Unlimited storage, much more friendly for new players.
No mex type building that needs upgrading. Cause that is what I think put all the new players in such a difficult position, the eco stalling etc.
However, the system that Chris talks about in the Vlog seems fine, but IMO experimentals and othe big units have no chance of being as epic if you have to pay upfront for them...|||Honestly, if they keep the upgrade tree that will remove a lot of the confusion new players have. When I first picked up SupCom I didn't realize you could upgrade mexes until my 4th game, and I found out you could upgrade factories by accident.|||Mooilo|||chosan

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