It seems to me that you are presenting the ability to decide the distribution of power as a hefty obligation. Indeed, I imagine that some players would rather not think about distributing their power in times of scarcity. But the success of RTS games in the professional competitive world shows the benefits of a direct debit system. I've never heard of an RTS whch implements a so-called "power flow" system reaching professional competitive status to the point where celebrities are being paid hundreds of thousands of dollars to appear on televised matches representing professional teams.j0shdrunk0nwar wrote:With direct debit, won't we see more quicker and more chunky deductions from power level and won't that be a bit more confusing? We may see drops in our power levels as 1000-> 900-> 800-> 700... (when two factory is producing a unit that costs 50 power in an infinite loop). But with power flow, you'll see a slow steady decrease in power 1000-> 994->...... something like that? So isn't power flow system more easier to understand as to how we are doing economically?
And I also feel that the debit system requires more micromanagement when we are really low on power, as we will have to make more rapid decisions on what to stop researching/producing/constructing so that we have more power to spend wisely. I say rapid decisions because debit of power will be instantaneous, and we'll need to be quicker on those cancellations.
. . . I digress! In any case, a direct debit system does require rapid decision making at some times, but those decisions can be made clearly and relatively easily because the status of one's power reserves is expressly and concisely stated with one number. If that number is greater than or equal to the cost of an item you wish to produce, then you can produce that item. If that number is less than the cost of an item you wish to produce, you can't produce that item. Who could think of anything simpler? The only way I see power flow working in a way that is rational and expressly stated is if three numbers are presented-- power, rate of change of power, and power after all things presently in production are completed. This would mandate a GUI change. Implementing power flow would mandate a GUI change.
To illustrate my point visually, in case it was not made clear with words, here is an example.
You are producing two trucks from two factories (so one from each ($55), building a power generator with two trucks ($50), building a factory with three trucks ($100), and building a research lab with one truck ($100). Let's say for simplicity's sake you're not actually gaining power.
Trucks are produced in 33-34 seconds before manufacturing upgrades. A factory, power generator, or research lab is completed by 1 truck in 64 seconds before engineering upgrades. So let's see which system is actually simpler now that we have a working example.
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Comparison of power methods
Power flow method
Calculations:
Rate of change of power = - [ 2 * ($55 / 34s) + ($50 / (64s / 2)) + ($100 / (64s / 3)) + ($100 / 64s) ] = -11.04779412 $/s
GUI - what you see ingame:
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ $900 (power at the moment)
■■ -11.05 $/s (dP/dt, rate of change of power)
■■■■■■■■■■■■■■■■■■■■■■■■■ $540 (power after finishing)
I can attempt to combine this GUI into something a little more compact, but just as confusing.
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ $900 => -11.05 $/s => $540
If you're operating with a power gain the diagram becomes even more confusing. Let's say you're gaining power at a rate of $10/s, or $640/64s when production will have finished. At the instant all of these things are being worked on, you will have a negative dP/dt but your result after 64 seconds will actually be a net gain in power, or a positive average dP/dt.
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ $900 (power at the moment)
■■ -1.05 $/s (dP/dt, rate of change of power)
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ $1180 (power after finishing)
And if I attempt the same simplification as before, what happens?
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ ?????????????????????????????
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Direct debit method
GUI - what you see ingame:
■■■■■■■■■■■■■■■■■■■■■■■■■ $540
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Now I ask you to tell me which one of these is better for the game.j0shdrunk0nwar wrote:I believe we are all on the same page when I say that a gamer could manage his resources better (play the game better) if he knows how he is doing economically and it's just a matter of which system does this well, correct?
- Richard