Hmm - I just scenario tested about a dozen outcomes, and notwithstanding my old printouts of OWO posts by Bossman and CEO Bernard's testing to the contrary, can confirm the JDM/Mongoose understanding
(I wonder if this was something that was mistakenly introduced when the facilites' maintenance cost screwup was rectified in Alien Crossfire v 2.0?)
So - the findings corroborate JDM and Mongoose, and I shall henceforth cease pontificating on things I haven't personally tested:
stockpile energy in, or absent from, a build queue makes no difference when a facility or SP reaches production - in both instances that base's full stockpile energy equivalent is added to energy reserves (minus any maintenance costs for the facility just built)
Putting a unit or other facility or SP at the top of the Q results in the SE equivalent not being added to reserves (in fact, if a facility is completed, reserves drop by the amount of that first year's maintenance costs)
With a unit being produced - adding stockpile energy to the top of the Q ("top" is redundant, 'cos nothing can be added after stockpile energy anyway) results in the full energy equivalent being added to the reserves. Omitting stockpiling energy results in no additions to reserves
G.
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Googlie, if the queue is empty, the stockpile effect occurs automatically after the completion of a facility or SP, unless the queue has an entry after that completed item. In effect, upon completion, the game writes SE into the queue, if empty. If there is something queued behind a facility, the game does not write SE into the queue and the SE effect is foregone. JDM is correct to a great degree (first time I've ever admitted THAT!) using the queue as misdirection or as a memory aid has an economic cost in SE cash foregone.
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No - scenario testing has shown that there's no difference to putting stockpile energy in the Q after a facility or an SP than there is to leaving it blank or putting another fac or SP in the Q
The addition of energy credits only happens when stockpile energy is inserted when a unit is being built
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Using the queue as it was intended (by the designers) to be used is effectively banned since putting anything else in there besides Stockpile Energy is foregoing Pieces of Eight in the Treasure Chest that would otherwise go there. That's what I meant by effectively banned. It has become an Albatross, needing to be fed Stockpile Energy rather than a useful tool for organizing your builds (or for planting false buildplans for infiltrators to see).Originally posted by Googlie
The queue isn't banned - in fact, piutting stockpile energy in after a facilities build accomplishes nothing - it's only after a unit being completed that there's any effect (completion plus full ec credits for that turn - it doesn't work that way with SPs or facilities)
G.
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The queue isn't banned - in fact, piutting stockpile energy in after a facilities build accomplishes nothing - it's only after a unit being completed that there's any effect (completion plus full ec credits for that turn - it doesn't work that way with SPs or facilities)Originally posted by johndmuller
(although since it seems that we've effectively banned the queue).
G.
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Talking of timely turn playing, ball is in the UoP's court, so to speak.
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I am for nice too for the reasons Johnd says.
However how about some chastisement: 75 strikes and you're replaced.
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No one's voting for Harsh? That's a surprise
looks like we're all pretty nice deep down inside.
-Jam
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I think we should give Googlie (and the offending faction) a little more flexibility than even the "nice" option. Considering that one has no particular control over when you get the turn, what with time zones, sleep, work, everyone's particular schedules etc., you can't really plan ahead effectively, particularly as you don't know how long the faction in front of you is going to hold the turn, so RL conflicts are bound to occur, no matter how many people are empowered to take the turn.
Even at this early stage of the game, if you get the turn in the middle of the night, you lose a third of your time before you even get started and it can take 12 hours with hardly any decisions to make at all; Of course, things will get more complicated later in the game too. Add a couple of extenuating circumstances like computer troubles, problems with Poly's server, missed/delayed email, blah, blah, blah, and the time adds up pretty fast. So I'd be very forgiving, although I agree that a slap on the wrist might not be enough if some factions turn out to be chronic abusers of everyone else's patience.
My write-in is to let Googlie do whatever he thinks appropriate from the wrist slap through intelligent playing of the turn through to the end-turn button, depending on the circumstances and the specific faction's 'record' in this regard. Of course, we can't demand too much of Googs, so I wouldn't expect a lot of going beyond whatever orders were out there (although since it seems that we've effectively banned the queue, a little bit of build adjustments might be nice for someone with an exemplary record on their first deviation, especially if their plans were readily available to him).
If we were on some kind of rigid cycle like Monday: Hive; Tuesday: Cycon; Wednesday: University; Thursday: Pirates; Friday: Drones; then I could see being harsher since everyone would know in advance what their schedule responsibilities were, but this way, it's kind of hard to be particularly tough.
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You missed the 48 hours ones. I can't for for anything. I want a warning after 36, and then after 48 Googlie presses end turn. This was an option popular on that thread, but not included here
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I was tempted to vote harsh just for the hell of it.
But I'm a sucker so I voted nice.
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I'm going for the nice option. A faction shouldn't take such a severe hit to turn advantage unless they make a habit of lateness.
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