Outpost Universe Forums

Outpost Series Games => Outpost 2 Divided Destiny => Topic started by: lordpalandus on March 27, 2012, 02:04:47 AM

Title: Patch: Continous Consumer Factory
Post by: lordpalandus on March 27, 2012, 02:04:47 AM
Patch idea:

Could be combined into vehicle factory build queue.
Title: Patch: Continous Consumer Factory
Post by: Freeza-CII on March 27, 2012, 08:15:58 PM
why would you even combine those two queues together.  
Title: Patch: Continous Consumer Factory
Post by: lordpalandus on March 27, 2012, 11:40:41 PM
Oops.

What I meant is could use the Vehicle queue poll for the consumer factory.
Title: Patch: Continous Consumer Factory
Post by: Freeza-CII on March 29, 2012, 07:29:07 AM
hmmm
my thoughts when seeing a continous consumer factory. was some thing that is permanetly giving a bonus. So the idea of queue seems pointless. if it would have 2 buttons to start and stop production of and then a resource cost per mark then that would make me like them other then that they are a useless building that i never use.
Title: Patch: Continous Consumer Factory
Post by: TH300 on March 29, 2012, 09:24:34 AM
Currently, I use Consumer Goods Factories quite a lot when playing Eden with morale unsteady. I also don't find them particularly uncomfortable to use. They're just another type of factory where I constantly build new items. Really no difference to a vehicle factory.

That doesn't mean, changing it would be a bad idea. I'm just not sure how well the provided solutions would work: Constant production can harm you if you have a huge colony and forget where all your factories are located, then suddenly have an ore shortage and need it for other things than consumer goods, and then you don't find the stupid factory to deactivate chain production. A short queue would avoid that problem.
 
Title: Patch: Continous Consumer Factory
Post by: Spikerocks101 on March 29, 2012, 10:26:36 AM
As with TH300 stating about the ore problem, I thought about that myself when it came to how Outpost 2 handles ore. I was thinking of a more complex idea for ore handling that would be similar to how Supreme Commander does ore, in that it does give you the straight of value how how much ore you have, but more it does how many input sources (per minute) minus the output sources (per minute). Here is a just an example of what I was thinking of (obviously it is a little flawed, but it is just a quick example):
Input sources
1x2 bar common mine: +5 resources
Output sources:
Vehicle Factory (non stop Laser Lynx): -2
Consumer Goods (impulse wares): -1
Maintenance: -1 (for the next 40 seconds while the structure gets repaired)

So if you do the math, you can see that you have +1 extra resource to work with right now, and will have another +1 to work with in 40 seconds. Lets say you wanted to build a new residence, but the structure factory requires -2 for 130 seconds in order to build it. You could then queue the residence after the building is repaired.
Title: Patch: Continous Consumer Factory
Post by: lordpalandus on March 29, 2012, 01:12:05 PM
Supreme Commander 1's resource management system wouldn't work here. It'd better for your analogy to use Supreme Commander 2's resource management system as it won't allow you to build something unless you have all the resources. SC1 allows you to build anything right away whether you have or don't have the resources.
Title: Patch: Continous Consumer Factory
Post by: Hidiot on March 29, 2012, 03:43:40 PM
Or just use the "Factories" tab.