How to fix the problem with oil-denying half-built derricks?

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Which solution do you like the most?

Poll ended at 09 Mar 2012, 14:31

Allow trucks to take over enemy partially-built structures (including derricks) by continuing building from where the enemy trucks left off, and finishing them up. (May only work if no enemy trucks are currently working on building the structure.)
9
14%
Allow trucks to demolish enemy partially-built structures (including derricks) while no enemy trucks are working on them. (The rate at when they're demolished may be reduced for enemy structures.)
6
9%
Reducing the time that oil wells burn in proportion to how complete the derrick was upon destruction (meaning that, if the derrick was only slightly built, then the well would be on fire for like only 1 second).
12
18%
Only set the well on fire if the derrick was already completed when it was destroyed.
11
17%
Give trucks the ability to capture enemy structures, including derricks, regardless of how complete they are (similar to NEXUS Link Turrets, though probably much less powerful).
3
5%
Have incomplete structures decay (auto-demolish), and eventually disappear, over time if they're not being worked on. (For Oil Derricks, they would not cause the well to catch on fire upon disappearing.)
9
14%
Add a price to Oil Derricks.
8
12%
Other. (Please explain.)
4
6%
This shouldn't be fixed at all!
3
5%
 
Total votes: 65

cybersphinx
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Re: How to fix the problem with oil-denying half-built derri

Post by cybersphinx »

effigy wrote:1/2 builds deactivating full builds seems like the sort of hidden game mechanics we usually try to avoid.
Easy solution: We just make partly built derricks generate oil (to the percentage they're finished), then they'll take up power generator slots automatically. (No, that wasn't really a serious suggestion, don't get your knickers all knotted up over it. Well, for those of you who wear any.)
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Re: How to fix the problem with oil-denying half-built derri

Post by Emdek »

Shadow Wolf TJC wrote:As of March 11, reducing the time that oil wells burn in proportion to how complete the derrick was upon destruction, is still in the lead.
And AFAIK already implemented.
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Re: How to fix the problem with oil-denying half-built derri

Post by iap »

Just a thought, why not make ONLY the oil derricks that are NOT attached to a generator be neutral, meaning that players from the other team can finish the build, and it will be theirs?
This way, for this exploit strategy to work, the (apparently elite) player should build extra generator for each 4 half built derrick, witch takes some time.

P.s. As an eternal noob, forgive me for mentioning, but if you consider yourself an elite player, then you will not need this exploit to win, you can win by a pure war / combat strategy.
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Re: How to fix the problem with oil-denying half-built derri

Post by Emdek »

iap, this is nearly exact to first poll option.
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Re: How to fix the problem with oil-denying half-built derri

Post by iap »

Yes, except for the condition of making this change only for the EXTRA oil derricks.
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Re: How to fix the problem with oil-denying half-built derri

Post by Emdek »

The main issue in this case would be which one would be extra?
Those above some limit (still unfair if you will start on enemy ones and then return to own)?
Far from HQ (above 10 tiles or something)?
Specially marked (requires changes in maps)?
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Re: How to fix the problem with oil-denying half-built derri

Post by iap »

I think, if you have only one generator, then the 5th oil derrick is extra.
If you don't want it to be extra, you'll need to make more generators before rushing to build these half derricks. This will not only cost you more money, but also delay you're ability to rush.
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Re: How to fix the problem with oil-denying half-built derri

Post by Emdek »

iap, but if enemy will built first 5 in your base then he will be able to build next generator easily and then built derricks in own base.
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Re: How to fix the problem with oil-denying half-built derri

Post by iap »

To do that, if I understand correctly, He will have to get to my base first. I believe this is more like a strategic gaming, then just memorizing the map for oil and rushing to them first.
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Re: How to fix the problem with oil-denying half-built derri

Post by NoQ »

NoQ wrote:
cybersphinx wrote:How about this: 1. determine "base oil", i.e. usually uncontested oil wells, by derricks from advanced bases, or otherwise marking them in the map file 2. have a "no oil rush" option that, when activated, puts some kind of cap feature on every other oil well that has to be destroyed before being able to build a derrick.

So oil rush fans can have their manic click fest, and those who don't like that can have a more relaxed start.
Very good idea (:
By the way, it's possible to use a scavenger oil derrick as a cap.
Add a third scavenger mode, where scavenger bases are disabled, but all oil derricks that don't have a derrick in advanced bases mode are capped with a scavenger oil derrick.

We could probably add a fourth scavenger mode where scavenger bases are enabled as well, but usually scavengers are either not present or already prevent oil rush, so this one is much less useful.
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Re: How to fix the problem with oil-denying half-built derri

Post by Emdek »

NoQ, interesting concept, should be much more fair (but require redoing maps or apply that to all by game using some algorithm to decide which should be used). :-)
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Re: How to fix the problem with oil-denying half-built derri

Post by NoQ »

Emdek wrote:NoQ, interesting concept, should be much more fair (but require redoing maps or apply that to all by game using some algorithm to decide which should be used). :-)
cybersphinx wrote:determine "base oil", i.e. usually uncontested oil wells, by derricks from advanced bases, or
NoQ wrote:all oil derricks that don't have a derrick in advanced bases mode are capped with a scavenger oil derrick
:hmm:
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Re: How to fix the problem with oil-denying half-built derri

Post by Emdek »

NoQ, I mean as if applied to other modes too.
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Re: How to fix the problem with oil-denying half-built derri

Post by NoQ »

Still don't understand what you mean. Example of other mode?
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Re: How to fix the problem with oil-denying half-built derri

Post by Emdek »

NoQ, those where "extra" derricks aren't used by someone from start.
Those could be used by neutral structures when there are no Scavengers and you would need to destroy them first.
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