Tactial Feature Request: Factory Production.

Strategy, feedback, or anything SUBTERFUGE-related

  • Hey folks!

    Feature Request: Factory: Production Halt


    With the travel times in game it comes to a point where it would be more efficient to turn certain bases off and wait for the production cycle at other bases.

    Put a hard lock on this to make it a tactical move (You can't turn production on at that base for X amount of time)

    Not sure if it's even possible to code. But would be awesome! (Maybe a game creation feature.)

    Your thoughts?


    !Thanks!

    ~yotta
    yottawatts
     
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  • This. I have given away factories to my allies to get production in places that I need. If I could halt production instead that would be beautiful.
    R10t--
    Software Engineering student by day, avid gamer by night.
    r10t--
     
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  • nice idea - but would diminish the sub-movement-based logistics of the game
    ludora seria est
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    monorator
     
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  • This has been discussed before and was left to the current decision. The reasoning has multiple angles. For one, if you forget to turn on production, you'd get angry and come up with a reason why it should be turned on automatically. Of course, that could be left to the 'tough luck' mentality but so can the current implementation.

    Also, the idea that you need to use factories as a resource as well as drillers makes the game a bit more complicated, leaving more room for strategy and also giving a slight advantage to the person who doesn't own that said factory or who is defending from you in another area. Having more factories/outposts in general = more neptunium but it also means more responsibility.
    thestash
     
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  • thestash wrote:This has been discussed before and was left to the current decision. The reasoning has multiple angles. For one, if you forget to turn on production, you'd get angry and come up with a reason why it should be turned on automatically. Of course, that could be left to the 'tough luck' mentality but so can the current implementation.

    Also, the idea that you need to use factories as a resource as well as drillers makes the game a bit more complicated, leaving more room for strategy and also giving a slight advantage to the person who doesn't own that said factory or who is defending from you in another area. Having more factories/outposts in general = more neptunium but it also means more responsibility.


    Then don't join a game that has this enabled

    Games are custom now and no has to join a game with this option.
    yottawatts
     
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  • This is an interesting topic. I don't know what the right answer is, but there is definitely a lot of strategy that goes into factory production and put pacing enemies at key point when they are near the cap.
    connor3491
     
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  • yottawatts wrote:
    thestash wrote:This has been discussed before and was left to the current decision. The reasoning has multiple angles. For one, if you forget to turn on production, you'd get angry and come up with a reason why it should be turned on automatically. Of course, that could be left to the 'tough luck' mentality but so can the current implementation.

    Also, the idea that you need to use factories as a resource as well as drillers makes the game a bit more complicated, leaving more room for strategy and also giving a slight advantage to the person who doesn't own that said factory or who is defending from you in another area. Having more factories/outposts in general = more neptunium but it also means more responsibility.


    Then don't join a game that has this enabled

    Games are custom now and no has to join a game with this option.

    I get where you're coming from, but it's not quite that easy.
    1. The devs have to make and implement this feature. There are tons of issues involved, such as programming, ui, balance, and so forth. It's not like they can just flip a switch to implement a new feature.
    2. There are only so many game mode options you can have before it becomes too much. This may just be my preference, but when I see a game with 80 special options for game creation, I cringe. I don't think this issue is a big enough deal to have it make the cut.
    3. As TheStash said, it takes away a strategic element. You might say it makes the game simpler, easier, etc. but it doesn't. It adds a whole new button and process to the game. You might say it adds more depth of strategy, but I disagree. Strategy, imo, is the process through which the player overcomes limitations in their abilities/capacity (It takes very little strategic gift to crush a 10 driller army with 500 drillers. But to crush 500 with 10 drillers requires strategic brilliance.)
    4. It kind of takes away from the purpose of the energy cap. It's intended to be inconvenient so that players will attack each other for more energy/to consume drillers.
    5. Imagine joining a game where you didn't know that this was in effect. You plan carefully, and your opponent, to your eyes, cheats by using this. I know I'd be pissed. I wouldn't have any excuse, but I'm sure it would become common for people to say, "WTF screw this game," which is not a pleasant environment for this game.

    While you're right, I'm sure a lot of people would enjoy this feature, I don't think it would be enough. So it's just not worth it, imho.
    "Can I make a suggestion that doesn't involve violence, or is this the wrong crowd for that?" -Hoban 'Wash' Washburn, Serenity
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    roadkiehl
     
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  • Choking on drillers is part of game balance imo. If you are sprawling, deal with it.
    Imo, this falls under the category of 'rich people problems'
    alison
     
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  • Actually, I feel like there would be a very good specialist idea which may help you with this:

    Resource Manager
    Promotes from Intelligence officer.
    Function: Allows you to destroy any number of drillers or specialists at any of your outposts or subs
    Symbol: A pile of coins
    Flavour text: Destroy so that others may survive.
    Kings aren't OP

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    tw2000
     
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  • i'll sometimes try to gift away from outposts that are far from the action to keep drillers spawning on the fronts i need them. But yeah. I like the way it is. I think it adds a layer of strategy. Taking factories you don't need can sometimes be detrimental.
    pmoney
     
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