Almost every ship now needs resources. Anybody else feeling fatigued?

Duranthium for this ship, Elerium for that ship, Thulium for the other one.  And the really powerful ship needs Antimatter and administrators.

I feel like I have to devote all my new Citizens to Admin training so that I can keep building constructors for mining starbases.

It's still early so I'll give it a fair chance, and I really LOVE not having to create constructors for starbase upgrades.  But in the effort to simplify one aspect to gameplay, it has become exhausting and it feels like we may have introduced an imbalance by bureacratizing another aspect.

45,381 views 18 replies
Reply #1 Top

YES i think the overdid the resource requirements in several areas but i like the idea.  Likewise on admin requirements and the number you get.  But easily modded

Reply #2 Top

No.

Reply #3 Top

Quoting Rhonin_the_wizard, reply 2

No.
End of Rhonin_the_wizard's quote
And why not?  Trying to have a conversation here and one-word answers are not at all helpful.  8|  

Reply #4 Top

Quoting BIF, reply 3


Quoting Rhonin_the_wizard,

No.

And why not?  Trying to have a conversation here and one-word answers are not at all helpful.  8|  

End of BIF's quote

I'm lazy and do not like typing long responses.

I feel that ships, improvements, etc. utilizing resources gives a motive to actually mine those resources, before their only use was for the mercenaries, occasional improvement or to trade to AI. And along with administration points forces you to make decisions.

For example in one game I had to make a decision between using a constructor for a relic, more duranthium to upgrade factories and mining starbases or antimatter which I did not have at that moment.

Reply #5 Top

I like the idea. It makes the game a lot more interesting from what I have played so far. It does however need a lot of balancing tweaks and polish. Right now there seems to be a lot of some resources but not nearly enough of others.. I think it will be a lot of fun in the end though.

Reply #6 Top

There are weapons that don't need resources to use it but it only appear in early tier. Resources requirement also add another strategic reason for you to knock down all those mining starbase instead of avoiding them. Although i still want the resources free version of weapons back since each weapons now require difference resources, it might possible that you are in position where you can't have the one you wanted and it restrict your playstyle a bit. Can't find any Antimatter nearby? Say goodbye to using Missile. Make resources free version less lethal compare to the one that need it so you could at lease have combat capable ship to counter enemy build.

Reply #7 Top

 Okay, thank you all for the conversation.  As I said, I'll give it a chance before I say I hate it.  O:)  

Reply #8 Top

I didn't like the resources pre-Crusade and always set them to rare to cut down on the hell of mining everything, and even with a rare setting I felt like there was too much of it still.

 

I would agree that trading constructor hell for resource gathering hell isn't that hot of a trade - either way you get a lot of miserable micro.

 

If this kept the AIs from cranking out bazillions of ships it might be ok but the AIs probably get relief from needing the resources.

Reply #9 Top

I've been trying to play Crusade for about 12 hours now. I just realized ships require spam endless mining. WTF. Of course, the AI doesn't seem to have that limitation... 

 

The game has gone from colony micromanagement to micromanagement of hundreds of mining stations that keep getting destroyed by an AI with no seeming limit on ships, build time, resource needs, cash or, you know, mercy.

Reply #10 Top

the newest opt-in has weapons which are more expensive, and do not require resources.  I do not use them, as I like the resource options.

Reply #11 Top

I like the design of it, actually.   3 weapons trees and 3 armor trees, each use potentially different resources.  You CAN get weapons without resources, but they kind of suck.  Makes sense to me.   Resources don't work unless you have a shortage of some, and it's got to hurt.   The variegated resources makes for some good strategic depth.

I just don't think the resource demands are very balanced.

 

Reply #12 Top

Well this is my opinion resources should have been in the games all along. If you could have unlimited building then it requires no thought. Now you need to think where you need your resources the most, but nobody seems to like change go figure when they improve it.

Reply #13 Top

On big maps it is usually not that hard to become resource rich. I don't play on small Crusade maps so I wonder if the game is viable with more limited real estate.

I like the resource system but I don't like being locked out of one or more of them. There should be more ways to acquire scarce resources

Reply #14 Top

I also really enjoy the resources, and yes, on smaller map sizes, scarcities have become an issue.  There is also a nice mod, that allows shipyards to produce resource finding missions of (almost) all resources.  They are easy to research early on, and I find it to still be strategic, as a shipyard must halt other production for 1-3 resources of a specific type, and all planet-only resources cost another resource to build.

Reply #15 Top

Quoting ctiberius, reply 9

I've been trying to play Crusade for about 12 hours now. I just realized ships require spam endless mining. WTF. Of course, the AI doesn't seem to have that limitation... 

 

The game has gone from colony micromanagement to micromanagement of hundreds of mining stations that keep getting destroyed by an AI with no seeming limit on ships, build time, resource needs, cash or, you know, mercy.
End of ctiberius's quote

 

I think that might be a little bit of an exaggeration. I tend to have, at most, ten to fifteen mining stations. That gets me all the various types of resources that I can mine in space. I don't need any more than that, because I tend to end up with a stockpile of the various resources in in the hundreds. If I need a few dozen more fleets, I'll build them, and still have resources left over. How is it that you can run so low on resources that you need "hundreds" of mining stations?

 

I have been able to build a fleet that can withstand enemy fleets twice (or more) their size. Mainly because I build small ships with the fleet shield and point defense generators. the shield and point defense effectiveness of each ship increases the more ships in the fleet. The only weakness to the fleet would be Kinetic damage. I haven't run into many enemy AIs that use Kinetics very often.

 

There is a reason that most, if not all, of the synthetic races are evil.

Reply #16 Top

Well this is my opinion resources should have been in the games all along. If you could have unlimited building then it requires no thought. Now you need to think where you need your resources the most, but nobody seems to like change go figure when they improve it.
End of quote

Yeah, kinda like that.

Whenever the devs come up with some new, mega-ship that can blow everything up, that's a sugar-coated pill.  Everybody loves it.  But you take something away and make the game harder, poison pill.  Everybody hates you.   But that's what you have to do if you're going to balance the game.  You can't just please everybody and make the game easier and easier, until eventually there is no challenge, no game.

Reply #17 Top

Yeah i agree. Games need to be challenging. Thats why they make levels.

Reply #18 Top

Limited resources can be annoying, when taking a tech tree which requires something unattainable.  Specifically, spice and techapods.  Mods have made this easier.  Still a challenge on smaller galaxies.

As far as the basic 5 spacebound resources?  Figure them out.  They are not that tough.