Friday, April 13, 2012

economy

[:1]im new on the forum and didnt find a topic on economy yet hence this one. Is it going to be like supcom aoe or stronghold because the supcom wouldnt fit with the medieval setting and i never am able to chose between the simple and fast aoe or the extensive build up and defence of stronghold can any1 enlighten me :D|||I don't thing GPG has released any info regarding the economy system yet, so we'll just have to wait and see.|||theres one thing I know, there will be farms, and chickens!|||all hail the chickens, will there be a possibility to worship your own choice of god like ... i dont know :roll: , A MEGACHICKEN perhaps?? :mrgreen:|||Maybe some tradeing should be thrown into the economy. Trade was a big thing back in the day and is what made the city. So does this mean maybe trade with maybe Natives i guess that are scaterd throught out the map or trade through the water by sending them off to a zone idk.
Just with medieval times there was trade and could add a new aspect to the game|||From the "Post your cracked out emails thread":
Grim Tuesday|||JoeGump|||...|||K-lord|||I enjoyed the rate base of economy too. I like the rate base better because you can plop down a bunch of stuff and know eventually its going to be built rather then the more standard starcraft/C&C which needs cash up front and no planning for the future allowed.|||As far as I'm concerned if Chris Taylor uses the same economic system as he did in that God-awful Supreme Commander-2 than he is making a big mistake.
The economy should be set up this way.
1. The same economic system that is used is Supreme Commander-1 and Supreme Commander-Forged alliance should be used in Kings and Castles. Now remember I said I LIKE THE ECONOMIC SYSTEM OF SUPREME COMMANDER-1 AND SUPREME COMMANDER-FORGED ALLIANCE. I DID NOT SAY USE THE HORRIBLE SUPREME COMMANDER-2 ECONOMY. SO PLEASE NOTE THIS
2. I do not, want to see a silly "tech tree" of any sort. Tech trees are a waste of time and slows the game down. Please NO TECH TREES
3. Please no annoying "research points". What I noticed in games that use research points, especially in that horrible Supreme Commander-2 is that some people self destruct their units, so they can either get research points or keep the opposing player from getting research points. That ruins the game and takes away the real stragetic challenge of the game.

So in all use the same economic system that was used in Total Annihilation, Supreme Commander-1 and Supreme Commander-Forged Alliacne. If some of the people don't like that kind of economic system then play some other game for some other malinformed dummy who does not want a real challenge.

I really think if Chris Taylor is going to use that same garbage economic system he has on Supreme Commander-2 on Kings and Castles, I can bet you that game is going to stay on store shelves collecting dust.|||Oh please... Its not THAT bad...
I like the supcom 2 system somewhat better. The income should be fluent like in supcom 1, and not be added up every (insert time unit here?), and *maybe* there should be a resource cap that you can upgrade by building warehouses, but the cap was far too low in supcom 1 *for MY liking* and the fact that you pay up front doesnt make THAT much of a difference. Build cost should be deducted when starting to build stuff tho, and when a factory cant produce more units because of a lack of resources, it should just wait until it can, and not pause production alltogether.
So, fix supcom2 eco, dont use supcom1 eco.|||Nephylim|||cromerion|||The rate based economy was an awesome idea, just not implemented the best way. It's a shame CT decided to give up an aspect that made supcom unique instead of fixing it for supcom2. All we need is a better tutorial and less differences in costs and production amount, IMO, and it will be more accessible to newbies and harder to crash the economy. I hope KnC go back to the old model.|||mgmetal13|||mgmetal13

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