Complexity of Economy

Talk about general things concerning Forged Alliance Forever.

Moderators: FtXCommando, Ze Dogfather

Complexity of Economy

Postby MushrooMars » 23 Mar 2013, 02:49

So, I've been playing FA for a few years now, still a semi-competitive casual. I can't say I'm consistent, but I can say I know my stuff about FA. And I must say, after this long playing the game, I am damn tired of upgrading Mexes and building rings of Mass Storage around them.

What really pushed this for me was TA - I played it for my first time about a week ago, and I must say, even though the game is 16 years old, the economy is still better than SupCom's. For those that don't know, there are only two types of Extractors - regular, which optimally produces +2 mass, and the Moho, which optimally produces +6 mass. Metal Storage does nothing but store metal. Factories, Engineers, and some units also add to metal/energy storage.

Am I the only one that things this is a better system than SupCom's?
User avatar
MushrooMars
Avatar-of-War
 
Posts: 167
Joined: 08 Jan 2012, 05:26
Has liked: 0 time
Been liked: 1 time
FAF User Name: MushrooMars

Re: Complexity of Economy

Postby Wakke » 23 Mar 2013, 08:04

I definitely agree on the mass storages. Their role as actual storage gets blurred in Sup Com; they've become a 'must-build' thing. Should give no or very little bonus to mass extractors imo.
Wakke
Avatar-of-War
 
Posts: 295
Joined: 02 Sep 2012, 10:58
Has liked: 13 times
Been liked: 13 times

Re: Complexity of Economy

Postby Nombringer » 23 Mar 2013, 09:05

I agree about the mass storage become redundant but I fail to see how what you have is 'better'.

I have never played TA so could you explain how the differences effect the economy?
BC_Blackheart: i just copy his shit and do it 5% better leads to easy win usually xD

Need help? Are you a new player? Feel free to message me any time in the lobby :) Lessons may cost a portoin of your soul.... (Noms are included but not guaranteed)
Nombringer
Supreme Commander
 
Posts: 1036
Joined: 16 Nov 2012, 06:31
Has liked: 210 times
Been liked: 65 times
FAF User Name: Nombringer

Re: Complexity of Economy

Postby Mad`Mozart » 23 Mar 2013, 09:23

I think it's a really nice bonus for team games where you have limited number of mass points. You still must build them in team games, mainly due to the fact that if you go all offensive and will not upgrade your eco, you will be left behind and more or less useless to your team (untill you get your stuff going). As for ladder games, i don't even bother building storages around mexes, heck, i dont have time for that and, what's more important, there are lots of mass points all over the map which you have to fight for. So storages are definetely not a must-build thing.
Mad`Mozart
Supreme Commander
 
Posts: 1092
Joined: 10 Mar 2013, 19:09
Has liked: 138 times
Been liked: 431 times

Re: Complexity of Economy

Postby Nombringer » 23 Mar 2013, 09:57

But the fact that they have a direct impact on mass INCOME is the issue
BC_Blackheart: i just copy his shit and do it 5% better leads to easy win usually xD

Need help? Are you a new player? Feel free to message me any time in the lobby :) Lessons may cost a portoin of your soul.... (Noms are included but not guaranteed)
Nombringer
Supreme Commander
 
Posts: 1036
Joined: 16 Nov 2012, 06:31
Has liked: 210 times
Been liked: 65 times
FAF User Name: Nombringer

Re: Complexity of Economy

Postby Mad`Mozart » 23 Mar 2013, 10:43

And why is that?
Mad`Mozart
Supreme Commander
 
Posts: 1092
Joined: 10 Mar 2013, 19:09
Has liked: 138 times
Been liked: 431 times

Re: Complexity of Economy

Postby Nombringer » 23 Mar 2013, 10:46

Because they are meant to store mass... not produce it :)
BC_Blackheart: i just copy his shit and do it 5% better leads to easy win usually xD

Need help? Are you a new player? Feel free to message me any time in the lobby :) Lessons may cost a portoin of your soul.... (Noms are included but not guaranteed)
Nombringer
Supreme Commander
 
Posts: 1036
Joined: 16 Nov 2012, 06:31
Has liked: 210 times
Been liked: 65 times
FAF User Name: Nombringer

Re: Complexity of Economy

Postby Golol » 23 Mar 2013, 10:56

i like the mass storage thing.
because of it, there are basically 5 tech levels for a mex.
t1, t2, t2 with storage, t3 with storage, t3
i think that adds complexitivity to the game.
if we'd remove that how should the system be?
+9 mass for a t2 mex is too much and +27 mass for t3 mex but if you use just keep the income the same it will be hard to get much mass leading to long streched games.
for sure only in the maps were you are limited to a few base mexes and a few others.
User avatar
Golol
Contributor
 
Posts: 700
Joined: 07 May 2012, 15:56
Has liked: 24 times
Been liked: 21 times
FAF User Name: Golol

Re: Complexity of Economy

Postby Mad`Mozart » 23 Mar 2013, 11:10

Nombringer wrote:Because they are meant to store mass... not produce it :)

Remeber the adjacency feature of this game ;)
Mad`Mozart
Supreme Commander
 
Posts: 1092
Joined: 10 Mar 2013, 19:09
Has liked: 138 times
Been liked: 431 times

Re: Complexity of Economy

Postby Nombringer » 23 Mar 2013, 11:13

The problem is that they are not used for there intended purpose :(

Adjacency should not be the primary reason
BC_Blackheart: i just copy his shit and do it 5% better leads to easy win usually xD

Need help? Are you a new player? Feel free to message me any time in the lobby :) Lessons may cost a portoin of your soul.... (Noms are included but not guaranteed)
Nombringer
Supreme Commander
 
Posts: 1036
Joined: 16 Nov 2012, 06:31
Has liked: 210 times
Been liked: 65 times
FAF User Name: Nombringer

Next

Return to General Discussions

Who is online

Users browsing this forum: No registered users and 1 guest