Substrate - No Resource Cap

No longer flow economy :(

No resource Cap is HUGE help & also raises skill floor.
Previous version of the game was demanding due to the constant pressure to adequately manage economy or else get punished by loosing resources.
Now I can play poorly (due to learning the game & finding optimal development paths) and any inefficiency results in stockpile. This is against one of the very core concepts of the game and poor change in my opinion.

PS: I would like to see cap increase during game(to about 2 000) based on regions controlled, buildings built or smth else because 500 feels too little in later game - literally 5 seconds lack of attention leads to scrap. Just dont remove it completely.

26,249 views 4 replies
Reply #1 Top
I don't really see it as much of an advantage. Even if you are stockpiling due to inefficiency, it will generally just be metal stockpile. And so I guess you can spam more Constructors and turrets if you want. Substrate got changed quite a bit in general - eg. having to build several expensive orbital buildings in order to build certain cruisers - so it will still take a while to figure the balance out. If you're stockpiling metal, yes, you aren't wasting it, but you're also not doing anything to help you win on the map. The old style/current PHC style of a cap teaches you to be a better player in balancing your eco and spending. Short version: it won't matter at all in top 20 of ladder imo.
Reply #2 Top

It does matter, even in 1v1. One quick reason I'll mention is that Dreads now cost a lot of resources. Your stockpile slowly creeping up over time for building a dread is a big boon. It is going to be very very hard for PHC to build dreads. Yes I know dreads are less common in 1v1 but they do happen. I never used the expand storage option for PHC before but I have started to now to try and have a slight cushion to build dreads. I am not sure it is really worth it though as the jumps are so tiny.

And lots more metal to build more t1 and turrets, you know, they do kill things too. We need more time to figure balance out but I predict Substrate dominating 1v1

Reply #3 Top

It depends. has to be compared with the PHC eco strategies with refineries i think. Less stock but more constant income versus lower income but better stock for substrate. (and better peaks with orbital boost?)

Also with the PHC orbital boost for the productivity of factories and consequently the income/expense flux ratios.

Still have to test things and don't exactly remind what were the PHC refineries precise specs in base Ashes (price, construction time, region eco boost was 20% if i remember well), but i found myself constructing them more rapidly in escalation.

 

Reply #4 Top

Quoting Benedictis, reply 3

It depends. has to be compared with the PHC eco strategies with refineries i think. Less stock but more constant income versus lower income but better stock for substrate. (and better peaks with orbital boost?)

Also with the PHC orbital boost for the productivity of factories and consequently the income/expense flux ratios.

Still have to test things and don't exactly remind what were the PHC refineries precise specs in base Ashes (price, construction time, region eco boost was 20% if i remember well), but i found myself constructing them more rapidly in escalation.

 
End of Benedictis's quote

Sub have  boost, without the limiter on storage. And they now have Harvesters, which cost a lot less rad than refineries and build in no time. And can move them on basis of eco needs. They do bring in less than refineries though.

Yeah, I find myself go for refineries sooner too.