Mass Replicator Alterations
Posted: Sun Jul 21, 2013 8:45 pm
A thought occured to me regarding the mass replicator. I remember noticing that Siretu mentioned he disliked the concept of purchasable consoles throughout the game. Mass Replicator ended up being 'the one exception.'
The current metagame I find for mass replicator is to fill in for the lack of a particular resource type, since it becomes far too expensive to use as an entirem ethod of proudcing resources. More often than not, the over abundance of a single type of resource can be overcome with the addition of just one more. That is how I see it, anyways.
So a thought occured to me for the scenario in which we decided that we would prefer that mass replicator was not in fact a purchasable console. Keep it on the ship at all times and instead make 'mass replicator upgrades.'
Research Veldite Synthesis - 60 Veldite, 10 Chalchorium, 10 Pyromanite, 5 Kermiculite (10 Second Research Time)
Enables the creation of Veldite at the mass replicator.
Research Chalchorium Synthesis - 10 Veldite, 60 Chalchorium, 10 Pyromanite, 5 Kermiculite (15 Second Research Time)
Enables the creation of Chalchorium at the mass replicator.
Research Pyromanite Synthesis - 10 Veldite, 10 Chalchorium, 60 Pyromanite, 5 Kermiculite (15 Second Research Time)
Enables the creation of Pyromanite at the mass replicator.
Research Kermiculite Synthesis - 10 Veldite, 10 Chalchorium, 10 Pyromanite, 15 Kermiculite (25 Second Research Time)
Enables the creation of Kermiculite at the mass replicator.
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The main reasoning I find behind this concept is that when you find yourslef in an excess of a particular resource type, they won't heavily impact your reasoning behind the purchase of a mass replicator. The main, limiting factor will typically be the resource in question -- hence the hefty cost in that field by comparison to others.
Even if this concept is abused heavily in the early game, it makes a team extremely vulnerable to a rushing tactic as they're limiting their own energy supply. With the proper scouting of energy it becomes exceedingly obvious if a team early game has begun blowing a large degree of energy on the reproduction of a resource type -- and even if they haven't, the minimum energy that would have to be expended in order to recompensate for the cost of the mass replicating option would typically be at least 10k+, even ignoring the other types of resources and research time that was utilized -- not to mention the time that was spent travelling to the mass replicator in the first place.
In no way would I necessarily call this a 'superior option,' however. This is simply an alternative option that would allow the mass replicator to not be considered a purchaseable console. It also opens up the option to tech quickly into an economy build on BC, and it can be countered through the proper scouting of the enemy. Those are my thoughts on it.
The current metagame I find for mass replicator is to fill in for the lack of a particular resource type, since it becomes far too expensive to use as an entirem ethod of proudcing resources. More often than not, the over abundance of a single type of resource can be overcome with the addition of just one more. That is how I see it, anyways.
So a thought occured to me for the scenario in which we decided that we would prefer that mass replicator was not in fact a purchasable console. Keep it on the ship at all times and instead make 'mass replicator upgrades.'
Research Veldite Synthesis - 60 Veldite, 10 Chalchorium, 10 Pyromanite, 5 Kermiculite (10 Second Research Time)
Enables the creation of Veldite at the mass replicator.
Research Chalchorium Synthesis - 10 Veldite, 60 Chalchorium, 10 Pyromanite, 5 Kermiculite (15 Second Research Time)
Enables the creation of Chalchorium at the mass replicator.
Research Pyromanite Synthesis - 10 Veldite, 10 Chalchorium, 60 Pyromanite, 5 Kermiculite (15 Second Research Time)
Enables the creation of Pyromanite at the mass replicator.
Research Kermiculite Synthesis - 10 Veldite, 10 Chalchorium, 10 Pyromanite, 15 Kermiculite (25 Second Research Time)
Enables the creation of Kermiculite at the mass replicator.
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The main reasoning I find behind this concept is that when you find yourslef in an excess of a particular resource type, they won't heavily impact your reasoning behind the purchase of a mass replicator. The main, limiting factor will typically be the resource in question -- hence the hefty cost in that field by comparison to others.
Even if this concept is abused heavily in the early game, it makes a team extremely vulnerable to a rushing tactic as they're limiting their own energy supply. With the proper scouting of energy it becomes exceedingly obvious if a team early game has begun blowing a large degree of energy on the reproduction of a resource type -- and even if they haven't, the minimum energy that would have to be expended in order to recompensate for the cost of the mass replicating option would typically be at least 10k+, even ignoring the other types of resources and research time that was utilized -- not to mention the time that was spent travelling to the mass replicator in the first place.
In no way would I necessarily call this a 'superior option,' however. This is simply an alternative option that would allow the mass replicator to not be considered a purchaseable console. It also opens up the option to tech quickly into an economy build on BC, and it can be countered through the proper scouting of the enemy. Those are my thoughts on it.