destruction of mine

I have had mining starbases destroyed and destroyed others.

the effect is a negative is available but the ships that use the resource still work.

Why?

16,647 views 8 replies
Reply #1 Top

Because it would be unfair if you lost half your fleet because someone blew one of your starbases away? But you wont be able to build more until you either regain those resources by rebuilding the lost starbase or building a new one somewhere else.

Reply #2 Top

Quoting Echillion, reply 1

Because it would be unfair if you lost half your fleet because someone blew one of your starbases away? But you wont be able to build more until you either regain those resources by rebuilding the lost starbase or building a new one somewhere else.
End of Echillion's quote

 

If the resources were that important, people would put more effort into defending their starbases. Which would be a good thing really.

 

Besides, it's presently very exploitable - I can buy a bunch of durantium off the AI, build my ships, and then cancel the deal. If I actually needed to maintain that level of durantium for the ships to work (or just for them to be able to repair or some such) then it would add depth to the game.

Reply #3 Top

If you consider the resource as a material to build things it is not unreasonable to retain the ships. It takes Titanium to build many of our weapons today but once they are built it only requires Titanium to build more.

I realize that the way that the game accounts for the resources is seems that they are more fuel than material but notwithstanding what would make the game better, it is not hard to consider them as material. Durantium in particular seems more like a material. Antimatter on the other hand is obviously about being destroyed so antimatter missiles would not be available for future missiles if the supply was gone. Those two seem to be the extremes among the resources. I suppose a case could be made either way for the others, but they seem more like materials to me.

Reply #4 Top

If a resource was used in maint like it is used for nuclear reactors then I agree ships should have to be scrapped.

If it is only used in construction then like it is.

Reply #5 Top

All of the weirdness goes away if we actually just mined a quantity of resources over time and then permanently spent it. It also would open the game up to our unique resources "drying up" (as an option), and eventually needing to move on to new sources.

 

Also its so weird and unnatural to me, that I get the resources BACK if I get my ships blown up.

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Reply #6 Top

Quoting ForesterSOF, reply 4

If a resource was used in maint like it is used for nuclear reactors then I agree ships should have to be scrapped.

If it is only used in construction then like it is.
End of ForesterSOF's quote

 

Well, that's just the point - the way resources work in-game presently only makes sense if they're used for maintenance. I've no objection to a stockpileed system instead, where resources are accumulated and spent; in fact, I'd prefer it. But the present system demands you spend resources constantly once a ship that uses it is built... and then doesn't complain in the slightest if those resources aren't available. 

 

Strategic resources are just a bit half-baked right now.

Reply #7 Top

Quoting Gauntlet03, reply 5

Also its so weird and unnatural to me, that I get the resources BACK if I get my ships blown up.
End of Gauntlet03's quote

this should not happen Paul.

Reply #8 Top

Yes, but it can't not happen, either. If you did lose them in the current system then you would have a mining starbase that continued to mine the resource but didn't produce anything...

It's a weird system where resources are treated sometimes like "amount of stuff" and sometimes like "flow of stuff". The result is a hybrid that works as a game limit rule but that makes little sense when interpreted from the point-of-view of the game universe.

You really should separate the "amount of resources" from the "flow of resources". Mines produce some amount per time adding to your stockpile. Building stuff consumes certain amount which you won't get back and/or running stuff consumes some amount per time which you won't get back, either. It would accomplish the same thing but would make much more sense as a description of what's happening in the game.