t2 & t3 Energy Storages

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t2 & t3 Energy Storages

Postby mirroredwang » 28 Oct 2015, 16:15

Im not that skilled in english prose, so:

- Cost efficient t2 & t3 energy storages.

- Not touching anything to do with building, unit production or oc. t1 energy storage stays the same. Just entities that consume energy while they work.

- reduce mass cost of everything that uses energy right now, and ramp up the e cost of running them. Rush a mobile shield on a small map? Sure you can, Its cheap (I think about 80 mass like the cybran mobile stealth field, just crazy examples) but costs -500 e to run, so you have to micro it. T3 arty gets its cost cut in half but needs 10 t3 pgens to run consistently (just an example) so you can erect it earlier but need to use it to eliminate key targets to be worth it, while your opponent doesnt automatically lose the game to your arty because you run out of energy. Later in the game you can afford to run it constantly.

- More intesting intel game, hot toggeling radars, sonars and stuff EDIT: forgot to add, make radars really cheap but they consume more e. Maybe balance their availability with buildtime?

- Adjecency becomes much more relevant, -> energy production at the front and not only in the bases as usual, -> mapcontrol

t2 & t3 energy storages have more attractive adjacency bonuses but ofcourse are prime snipe targets and shank your base quite hard when they explode. -> use as landmines?

- (Maybe) buff tree reclaim energy wise?

- Last and most important: wasting energy now becomes a grave sin and energy conservation a new skill to master. I personally hate it when you hit your first t2 pgen and waste 200 e or more per tick.

EDIT2: Maybe an Energy Storage Commmander Upgrade? (Ofcouse not early game, because oc and the good mechanic with the snipeable t1 e storage) Something Something Quantum Entrapment Mumbo Jumbo.

EDIT3 (damn): Sniping pgens becomes more relevant in the late-endgame, and losing a t2 or t3 pgen is not that great of a hit in the earlier stages because of your stored energy
What i intend is that you can always play t1 landspam without fancy stuff, and first need to learn how to use said fancy stuff. (Problem with learning curve?)

EDIT4: Yes, yes, i know, TA was my inspiration where everything uses energy.

Thanks for reading.
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Re: t2 & t3 Energy Storages

Postby yeager » 28 Oct 2015, 17:09

meh, i dont see the need
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Re: t2 & t3 Energy Storages

Postby DeimosEvotec » 28 Oct 2015, 20:07

I would suggest making a mod first to see how it pans out before suggesting to integrate such a rework.
Sounds interesting but could make the game a lot more micro intensive, so it would need some integrated automation or you'll just get a lot of ui mods doing that again which are being discussed a lot already.

And sniping energy is already the better option late game (at least before the ultra late game with mass fabs) because energy is not so easy to come by compared to mass because of reclaim.
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Re: t2 & t3 Energy Storages

Postby ZLO_RD » 28 Oct 2015, 20:47

really fun indeas
http://www.youtube.com/user/dimatularus
http://www.twitch.tv/zlo_rd
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Re: t2 & t3 Energy Storages

Postby Zeldafanboy » 28 Oct 2015, 21:26

I like the idea of T2 and T3 energy storages-- I would also like to see T2 and T3 mass storages. But your other ideas seem a bit unnecessary
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Re: t2 & t3 Energy Storages

Postby nine2 » 29 Oct 2015, 00:01

all the radar micro sounds annoying... this game is hard enough already
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