what happen to most important game feature !?
The "slowness" of the game speed is a conscious design decision to increase focus on the early game and not just have it devolve into a tank rush like vanilla RA often did.
We may have an option in the future to increase game speed but it certainly isn't something that is a priority for us. We want to create a balanced game experience, something that the original didn't achieve very well.
We may have an option in the future to increase game speed but it certainly isn't something that is a priority for us. We want to create a balanced game experience, something that the original didn't achieve very well.
Jayman, my comment was more about the overall speed of the game, not to do with production speeds with multiple production buildings (as chrisf has mentioned twice now, we're working on that). If you think there is no skill or strategy in our current builds, I would suggest you try it again but try experimenting a bit more.
We felt there was little point in recreating an identical experience to the original game. If people wanted that, they can just play the original.
We felt there was little point in recreating an identical experience to the original game. If people wanted that, they can just play the original.
(First I want to apologize for my bad english )
I think independent quees for each structure is the way to go, but if what you want is to focus on early game I think you should decrease the starting money and give the players more oppening options (that way scouting would have a key role in the game). For example making the refinery able to produce harvesters would be really intresting, because you are not forced to build a warfactory to have a stronger economy, so you could save those 2k to build an early Helipad, more barracks or whatever suits your play style. But thats just a suggestion, overall I think you have done an amazing job, I really liked that raw/ processed tiberium mechanic and the lack of those annoying squishing tanks (which basically made infantry useless).
Keep up the good work.
I think independent quees for each structure is the way to go, but if what you want is to focus on early game I think you should decrease the starting money and give the players more oppening options (that way scouting would have a key role in the game). For example making the refinery able to produce harvesters would be really intresting, because you are not forced to build a warfactory to have a stronger economy, so you could save those 2k to build an early Helipad, more barracks or whatever suits your play style. But thats just a suggestion, overall I think you have done an amazing job, I really liked that raw/ processed tiberium mechanic and the lack of those annoying squishing tanks (which basically made infantry useless).
Keep up the good work.
Hi all,
I realize I am reviving this thread after 2 years as I am surprised that the issue of production has not been resolved.
This is a fundamental aspect of RTS games: a player that spend time and resources on creating production buildings (e.g. War Factories) must be rewarded. If production is constant during the game, there is no point in maintaining an income increase. This will result in limiting greatly the number of strategic decisions that a player can make at a point in the game.
I hope that this issue is addressed soon.
Regards,
Daarkmana
I realize I am reviving this thread after 2 years as I am surprised that the issue of production has not been resolved.
This is a fundamental aspect of RTS games: a player that spend time and resources on creating production buildings (e.g. War Factories) must be rewarded. If production is constant during the game, there is no point in maintaining an income increase. This will result in limiting greatly the number of strategic decisions that a player can make at a point in the game.
I hope that this issue is addressed soon.
Regards,
Daarkmana
See https://github.com/OpenRA/OpenRA/pull/9 for the code.
I think there should at least be an option so if someone decides to make a classic mods which does not have independent build queues but uses the speedup option.
I think there should at least be an option so if someone decides to make a classic mods which does not have independent build queues but uses the speedup option.