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Team: Dark Traders
Main: enkelin
Level: 3002
Class: Speed Demon

Joined: Wed Aug 01, 2007 12:28 pm
Post Increased build rate
I've got to say during the past week or two that we had the increased build rate, I had so much more fun in my construction projects. It was great being able to start and finish a whole module project in one day if I just checked in at the right times and kept the raw materials stocked. It didn't really feel like cheating since the resource cost of things wasn't lowered; just helped lend some immediacy to the game.

I'd like to suggest that build times be lowered across the board, of course with possible exceptions that I'm sure we can think up. I know a lot of players have expressed the sentiment that waiting two weeks for a ship to be done really puts a damper on the excitement (considering sourcing commods and augs for module builds, keeping them fed, possibly building the piece of Oly gear required for the ship, and actually building the ship). This is of course even worse for UZ ships, as we all know.

Can anyone think of a reason not to speed up build times across the board (again, with possible exceptions that other players will surely think of)?

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Sat Oct 15, 2011 4:09 pm
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Team: Strawberry Pancakes
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Post Re: Increased build rate
We just discussed this in moderator chat. A few points to add.

- This will make it possible for people to work as full time builders, and have a business based around building. People that buy commodities and raw gear from players, and then build new items with it, just to sell the finished product they built.

- Colony blueprints, and anything that has to do with lowering the time it takes to build up a colony, should stay at the same rate to prevent people from building up colonies and terraforming projects even faster.

- As the game advances, and we get to higher tier techs, and get more advanced bases with better technology, then workers should also have improved work environment, which should cause them to be more effective, and work faster, and better.

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Sat Oct 15, 2011 4:15 pm
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Team: Eminence Front
Main: yugioh
Level: 1854
Class: Fleet Commander

Joined: Mon Aug 22, 2005 8:17 am
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Post Re: Increased build rate
I honestly think it would make more sense to remove max workforce, then increase build times for things that only allowed 1 worker. Reward teams that put the most effort into their prods, and make people think a bit when building stuff. They would have to prioritize builds, not just use every BP they possibly can. You could then build things far faster if you put effort into making an amazing prod. Makes MFM a more desirable skill, and gives those people who are OCD about making the greatest possible bases something to do.

If this went in, it would also be nice to have some kind of "construction priority", a 1-100 slider bar that you can set the importance of something on, allowing the base to distribute the workforce in the best way possible. The priority would be set when construction started (50 default), but it would be visible on the construction tab, and could be adjusted at any time by anyone with construction privileges in the base.

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Sat Oct 15, 2011 4:21 pm
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Team: Pax Romana
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Joined: Sat Dec 09, 2006 10:36 pm
Post Re: Increased build rate
The Lost One wrote:
We just discussed this in moderator chat. A few points to add.

- This will make it possible for people to work as full time builders, and have a business based around building. People that buy commodities and raw gear from players, and then build new items with it, just to sell the finished product they built.

- Colony blueprints, and anything that has to do with lowering the time it takes to build up a colony, should stay at the same rate to prevent people from building up colonies and terraforming projects even faster.

- As the game advances, and we get to higher tier techs, and get more advanced bases with better technology, then workers should also have improved work environment, which should cause them to be more effective, and work faster, and better.


I like him.

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Sat Oct 15, 2011 6:04 pm
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Team: Eminence Front
Main: Spatzz
Level: 2402
Class: Engineer

Joined: Mon Jul 27, 2009 12:40 am
Post Re: Increased build rate
I greatly agree. Few things are more annoying in a game then artifical difficulty. In the sense that if you have everything needed, a sweet production base and a lot of workers not doing anything you should be able to pound out a project rather quickly. Max workforces are just a little silly.

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Sat Oct 15, 2011 10:12 pm
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Joined: Wed Jun 02, 2010 2:27 pm
Post Re: Increased build rate
Chaosking3 wrote:
I greatly agree. Few things are more annoying in a game then artifical difficulty. In the sense that if you have everything needed, a sweet production base and a lot of workers not doing anything you should be able to pound out a project rather quickly. Max workforces are just a little silly.


/agree

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Sat Oct 15, 2011 10:25 pm
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Team: Strawberry Pancakes
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Post Re: Increased build rate
Honestly, the only thing tht bothers me about builds currently is that t21 takes fr less time to build than t20. In my opinion just doubling all max workforces would suffice.

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Sat Oct 15, 2011 10:39 pm
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Team: Eminence Front
Main: Spatzz
Level: 2402
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Joined: Mon Jul 27, 2009 12:40 am
Post Re: Increased build rate
Even t21 forces you to take to much time. 1 week is sweet but my teams prod can go way faster. Why not give us the option?

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Sat Oct 15, 2011 10:58 pm
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Team: Strawberry Pancakes
Main: Trevor50
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Joined: Wed Jul 12, 2006 10:01 pm
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Post Re: Increased build rate
Pretty sure the 2x build rate is still in. Unless very recently they took it out.

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Sun Oct 16, 2011 3:54 pm
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Team: Matrix
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Post Re: Increased build rate
that recent failed patch seems to have removed it.

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Sun Oct 16, 2011 3:58 pm
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Team: Aidelon
Main: Teh Haxzorz
Level: 2429
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Joined: Thu Apr 27, 2006 1:58 am
Location: England, United Kingdom
Post Re: Increased build rate
Yet another suggestion about build times that I agree with. There's enough artificial difficulty in this game, it's about time that this was paid some attention. Whether it's decreasing how long a manhour is, or removing max workforce, either would be satisfactory imo. Though enkelins suggestion is probably best. Keep it simple!


Sun Oct 16, 2011 5:30 pm
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Team: Dark Traders
Main: enkelin
Level: 3002
Class: Speed Demon

Joined: Wed Aug 01, 2007 12:28 pm
Post Re: Increased build rate
Bump

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(Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk
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Tue Oct 18, 2011 12:00 pm
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Team: Aidelon
Main: Teh Haxzorz
Level: 2429
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Joined: Thu Apr 27, 2006 1:58 am
Location: England, United Kingdom
Post Re: Increased build rate
Bump!

Can an admin provide a good reason why this shouldn't be put in? I can't think of any.


Sun Oct 23, 2011 4:02 am
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Team: Resident Evil
Main: Time Warp
Level: 3162
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Joined: Tue Sep 09, 2008 5:59 am
Location: Australia
Post Re: Increased build rate
Grunt wrote:
Bump!

Can an admin provide a good reason why this shouldn't be put in? I can't think of any.


I'm not an admin but I can give you a ood reasong why this shouldn't be in.... It's a stupid idea.

There should be no max workforce, no manhours, no nothing, just let us have insta builds. Seriously, there would not be a SINGLE PLAYER in starsonata that isn't a complete mental defective that wouldn't want insta-builds. GIVE US WHAT WE WANT.

Time Warp

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Sun Oct 23, 2011 4:50 am
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Team: Aidelon
Main: Teh Haxzorz
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Location: England, United Kingdom
Post Re: Increased build rate
Mail wrote:
I'm not an admin but I can give you a ood reasong why this shouldn't be in.... It's a stupid idea.

There should be no max workforce, no manhours, no nothing, just let us have insta builds. Seriously, there would not be a SINGLE PLAYER in starsonata that isn't a complete mental defective that wouldn't want insta-builds. GIVE US WHAT WE WANT.

Time Warp

While I agree that no max workforce etc would be nice, they would have to add in an option to set a max workforce of your own. Because personally I don't want builds requiring a lot of prom periodically to keep on asking me to manually buy from ai bases all the time.

While this shouldn't be a problem to add in C2 maybe, a nice and easy short term solution would be what enk has suggested


Sun Oct 23, 2011 4:56 am
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