Curiosity: was the non-scaled [with income speed setting] capital-planet resource bonus a deliberate decision or some kind of oversight that was perpetuated?

For those who don't know what I'm talking about: the capital bonus planet grants (extra) 4/0.4/0.4 credits/metal/crystal on the slow income speed setting. On the higher income speed settings, only the credits part of this bonus is multiplied by the scaling factor, while the resources part is not, e.g. on faster that same bonus is 7/0.4/0.4. Also note that normal extractors do get scaled, e.g. your quickstart howmeworld extractors yield 0.7 on faster.

The effect of this is that on the faster income settings, the players are more starved of resources (vs. credits), so aggressively wiping out enemy extractors is more rewarding.

I'm curious if this quirk was intentional design or just happened to be a bug that was never fixed. I'd appreciate if any of the old hands that played this game since its inception (or even devs) can comment...

 

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Reply #1 Top

You'll also find that you don't get any of the metal/crystal bonus from your capital if the planet isn't generating any resources...

Reply #2 Top

Quoting Seleuceia, reply 1

You'll also find that you don't get any of the metal/crystal bonus from your capital if the planet isn't generating any resources...

Actually, it's enough to schedule one extractor (on normal start for instance). The extractor does not need to finish or even begin its actual construction for the resource bonus to kick in. Also, it doesn't matter which extractor type you schedule to get both the metal and crystal bonuses flowing.

And as an addendum to my OP, the faster game setting imbalance also favors aggression more because LFs have about 6:1 ratio cost of credits:metal, while repair platforms have 4:1 of said ratio (and also cost crystal).