On resource collection...
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Sins Forums
While playing some Supreme Commander this afternoon, the thought occurred to me that resource collection in RTS games is just a giant pain in the ass. In SupCom, for example, you have to individually lay down each power generator and mass collector. This works great in the beginning of a match because you can just queue up a nice big set of orders and move on to something else. But a few minutes later, you have to queue up more resource collection and tediously manage the upgrading of every single generator and mass collector. Ugh.
From what I've read, Sins is going to have the option to automate a lot of the tedious RTS stuff, but why not get rid of the tedious stuff altogether? Say, for example, when you capture a planet it just starts producing resources. And to control the ratio of what resources are being collected, you can just move simple slider bars. Basically, they need to bring the planet management of GalCiv into a real-time game.
I don't mind building major structures like research facilities and factories, but having to click through hundreds of individual power generators and farms (hello SupCom) is not fun. Plus, it gives a huge advantage to the player that knows the 100% most efficient build order for all those hundreds of resource gather nodes.
Is there any info known about how Sins is going to handle this?
From what I've read, Sins is going to have the option to automate a lot of the tedious RTS stuff, but why not get rid of the tedious stuff altogether? Say, for example, when you capture a planet it just starts producing resources. And to control the ratio of what resources are being collected, you can just move simple slider bars. Basically, they need to bring the planet management of GalCiv into a real-time game.
I don't mind building major structures like research facilities and factories, but having to click through hundreds of individual power generators and farms (hello SupCom) is not fun. Plus, it gives a huge advantage to the player that knows the 100% most efficient build order for all those hundreds of resource gather nodes.
Is there any info known about how Sins is going to handle this?