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Cw: Conquest, Ressources, Supply-Lines, Trade


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#1 DI3T3R

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Posted 07 April 2014 - 03:21 AM

My idea is based on someone else's suggestion:
http://mwomercs.com/...__fromsearch__1

* In CW, C-Bills only exist for individual players, they are irrelevant to the Houses and Clans as a whole.

* Houses and Clans have their own ressources they depend on:
- 5 ressources: electricity, ore, silicon, rare-earth, chemicals
- Each planet in the IS gets values, how many units he produces of which ressource.
- Mech-factories only exist on very specific planets, but need the ressources of several planets combined to run at 100%.
- Ressources can only be shipped to a Mech-factory, if the faction owns all systems along the jump-route.

* The IS would be divided into small regions with a Mech-factory-planet at its center and the other planets of the region only delivering ressources to that Mech-factory through a network of jump-routes.



For example: If a Mech-factory only has 100% electricity, 80% ore, 80% silicon, 20% rare-earth and 70% chemicals, it runs at 20% capacity (the lowest number).

This way, each world might be critical: Conquer a planet with rare ressources and create serious shortages for your enemy. Conquer a well-connected planet and you can disrupt the enemy's supply-lines and halt his production as well.



It is also possible to project this concept down to Match-level:
In Conquest, each base is designated one random ressource. The Attacker would conquer specific bases to mine the ressources he came for. The Defenders would have to find out, which bases/ressources the Attackers really came for and try to deny him those (maybe even letting him have a ressource that they know he doesn't need urgently).
Does the Attacker care about the base where he established a defense-parameter? Or is it just a gambit and he really wants to lure you away from the almost undefended base at the other end of the map?
The raided ressources would then be transfered back to dropship/jumpship/homeplanet.



And the best thing is: The devs could do the balancing on the fly in monthly patches, because even if they fine-tune the outputs of 200 planets, the IS is still 2000 planets big and it won't destabilize the economic system.
"A new power-plant has been built on Galatea. The electricity-production increases from 750 to 800. The oil-wells are depleted, chemical-production decreases from 500 to 400."

A faction getting too powerful? Trim their ressource-output to increase the territory the garrisons have to cover.
A faction fighting for survival? Ease the one critical shortage that is holding them back.





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