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Post by Crimson on May 10, 2014 5:28:31 GMT -5
We should be able to re prioritize what gets built.
I.e. you start bulding a mine and next turn you need hab more because of pop growth. I almost feel its a bug but it should be a feature where you can delay action on one to do another.
Crimson
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Post by fallen on May 10, 2014 9:24:05 GMT -5
Crimson - at the moment, you can abort the Mine.
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Post by Crimson on May 10, 2014 20:26:49 GMT -5
fallen Just a suggestion to avoid loosing time spent /cp's on a project. Ie population increases.
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Post by fallen on May 10, 2014 20:45:09 GMT -5
Definitely, and I hear you. Just mentioning the existing work-around.
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Post by Cory Trese on May 10, 2014 21:44:03 GMT -5
I disagree. There should be a price and trade off for the decision to switch.
You failed to plan sufficiently ahead and made an incorrect move.
If you made that decision 21% CP on the Mine then you will receive 79% rebate.
The quantity of the penalty is directly linked to the size of the mistake.
This seems very fair to me.
I'll certainly think about adding some type of way to control priority, but I'm not sure the game needs it.
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Post by ChocoCrowbar on May 10, 2014 22:58:39 GMT -5
ATM I think if you abort a project you lose all the CP, but keeping part of it would be nice for the time already invested. Just a part, not all of it.
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Post by Crimson on May 11, 2014 4:24:08 GMT -5
It not like you are canceling the project.
Ithink there should be a penalty for cancelling. There are lots of factors. That priorty on one project endeavors then finish the last one would help. Especially on really slow developing planets. Not sure why they take so many turns for a mine. 4-5 turns...
Crimson
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Post by Officer Genious on May 11, 2014 9:03:08 GMT -5
It not like you are canceling the project. Ithink there should be a penalty for cancelling. There are lots of factors. That priorty on one project endeavors then finish the last one would help. Especially on really slow developing planets. Not sure why they take so many turns for a mine. 4-5 turns... Crimson Sounds like you need more factories or more of a population first.
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Post by Cory Trese on May 11, 2014 11:56:36 GMT -5
The build time is designed to scale directly to the relative power level of a planet.
While unlikely, it is possible that the weakest planet could take 10 turns to complete a Mine.
You've negotiated a contract with the Faction who runs the World to build a Mine. They are working on the Mine.
At the moment, you lose all the CP, that is correct. You receive a refund for the Credits spent, pro-rated against the number of CP spent. If you estimate CP at $10/each then you can quickly work out a break even point.
I'll make sure we spend lots of time explaining this to the player. You're working with Factions to operate this Empire.
Perhaps in the future we might add a Treaty that would give you the ability temporarily.
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Post by ChocoCrowbar on May 11, 2014 15:21:52 GMT -5
While unlikely, it is possible that the weakest planet could take 10 turns to complete a Mine. Newly colonized planets take 15 for a mine, 10 for a hab unit. They only produce 1 CP/turn. But i guess they just got there, so it makes sense.
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Post by slayernz on May 13, 2014 17:24:08 GMT -5
I agree with all of the above (waves paw upwards in a magnanimous gesture). 1) Aborting a project should give you SOME reimbursement - and logically Cory Trese has suggested a rebate on un-consumed resources (eg if you are 21% through a project, then you get refunded 79%) 2) Pausing a project should allow you to start work on the next project while maintaining the progress on the paused activity (eg if you are 21% through a project, then you will resume at 21% when you unpause the project 3) RePrioritizing a project should be an option where you can drag a project up/down in the order of tasks to complete. This works as #2 above, but is an automatic pause/unpause. 4) Prioritizing a project is a new option - making a project HIGH priority. This means the population works x% harder on the project generating more CP. Morale should drop each turn this is enabled, AND there is a chance population may go down by 1 each turn due to "worksite accidents"
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Post by kyleobrien on May 13, 2014 17:30:52 GMT -5
The priority project is much needed for me. Keeping up with hab units are hard
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Post by shapcano on May 16, 2014 17:08:18 GMT -5
I disagree. There should be a price and trade off for the decision to switch. Sure, but the current method doesn't reflect the reality of construction (my industry). Sometimes an emergency comes up, and you have to leave a job half done for awhile. The job you had to abandon doesn't collapse and burn. But some penalty is realistic: prepping the dormant site before leaving it, and the inevitable drop in efficiency when you restart it. I.e. "Where did that conduit go again?"
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Post by Cory Trese on May 16, 2014 17:43:29 GMT -5
The priority project is much needed for me. Keeping up with hab units are hard It is supposed to be.
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Post by Cory Trese on May 16, 2014 17:44:05 GMT -5
I disagree. There should be a price and trade off for the decision to switch. Sure, but the current method doesn't reflect the reality of construction (my industry). Sometimes an emergency comes up, and you have to leave a job half done for awhile. The job you had to abandon doesn't collapse and burn. But some penalty is realistic: prepping the dormant site before leaving it, and the inevitable drop in efficiency when you restart it. I.e. "Where did that conduit go again?" That is good feedback, and I do not disagree. The challenge is how to model that in a way that is fun and challenging. This will be in P4 or release, not P3, but some solution is in the works.
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