How much P Res does one extractor/harvester give per tick?
Whats the tick rate?
How much res does it take to max out marine tech?
How much res does it take to max out alien tech?
You can set the tickrate (and i think the pRes/tick too) in the server settings. So there is no general rule. But i think 8s/tick is common. (don't know for the pRes, though.)
If we look at the basic cost estimate of what a 'competitive' alien side needs it is:
40 for hive
30 for first upgrade (cara or cele)
30 for second upgrade (cara or cele)
30 for crag and shift upgrade on hive
25 for leap
20 for bilebomb
30 for blink 205 t.res. With just this and p.res lifeforms who require no prior t.res research, aliens are going to be competitive even against lategame marines.
Now for the marine side it looks like this:
15 extra IP
10 armory
15 obs
15 PG tech
30 2 PGs (minimum, but let's be honest, they'll need more.
5 Welders
20 Shotguns
20 Arms Lab
150 Armour and Weapons 3
20 Adv Armory
15 Second CC
40 Proto Lab
25 JPs 380! That's almost double what alien need in t.res. And mind you I am omitting 'optional' things like EXOs, flamethrowers, gls, arcs, sentries and mines. (not to mention scans, ammo and med drops) This is the VERY basics of what marines need to invest in order to be competitive with the 205 t.res alien investment. Even if you calculate in the fact that aliens spend 1 t.res per cyst and need on average another 5 per harvesters, will want some shifts (10) or crags (10), they don't even come close to what marines have to spend.
I didn't calculate total tech, but total tech is pretty moot given the fact that aliens are perfectly competitive on just 2 hives. And even if you would calculate in third hive, marines would still have higher costs overall anyway.
Tick and interval as basically the same and are measured in seconds so the values would be:
[1 TRes/6s = 0.167 TRes/s] x [# of RTs] = [Total TRes/s]
[0.125 PRes/6s = 0.021PRes/s] x [# of RTs] = [Total PRes/s]
To max out marine tech:
Armory 10
Welders 10
Mines 15
Shotguns 20
Advanced Armory 20
Grenade Launchers 20
Flamethrowers 25
Observatory 15
Phase Tech 15
Arms Lab 20
Weapons 1/2/3 75
Armor 1/2/3 75
Robotics Factory 15
MAC Speed/EMP 30
ARC Factory 10
Second Command Station 15
Jetpacks 25
Exos 30
Dual Exos 20
Which comes out to a total cost of 445 res, if I'm doing the adding correctly. You'll most likely need to build other things as well, like more Extractors, Phase Gates, extra Armories, possibly a second IP, maybe some MACs, ARCs, and Sentries. And, of course, health/ammo drops, scans, and shields. But 445 is the minimum you will have to spend to make all Marine tech available to you.
To max out alien tech:
Two more Hives 80
Crag/Shift/Shade evolutions 45
Gorge Tunnels 30
Leap 25
Bile Bomb 20
Spores 20
Blink 30
Xenocide 30
Umbra 30
Vortex 30
Stomp 30
Carapace Shell 30
Regeneration Shell 25
Silence Veil 15
Camouflage Veil 15
Celerity Spur 25
Adrenaline Spur 25
Shade Hallucination 25
Shift Echo 20
Whip Bombard 30
Which comes out to a total of 580 res. That isn't counting Cysts though, and you'll probably need at least 30-40 of those to get all of this, so the total cost for max Alien tech is probably somewhere over 600. Once again, this isn't counting anything that isn't absolutely needed to max out tech, although you will most certainly need to spend more for additional Harvesters, Whips, Crags, Shades, Shifts, Drifters, and Nutrient Mist/Bone Wall.
I've heard UWE is planning to add tax for pres which is set by the commander to prevent resource inflation, also commander election will take place on each round start. Weapons dropped by the commander are still commander's property. Marines might try to sell it to other marines at reduced pres rate, tho this is illegal and if caught by the commander, marine might get locked in 2nd CC for a few minutes.
I've heard UWE is planning to add tax for pres which is set by the commander to prevent resource inflation, also commander election will take place on each round start. Weapons dropped by the commander are still commander's property. Marines might try to sell it to other marines at reduced pres rate, tho this is illegal and if caught by the commander, marine might get locked in 2nd CC for a few minutes.
I've heard UWE is planning to add tax for pres which is set by the commander to prevent resource inflation, also commander election will take place on each round start. Weapons dropped by the commander are still commander's property. Marines might try to sell it to other marines at reduced pres rate, tho this is illegal and if caught by the commander, marine might get locked in 2nd CC for a few minutes.
Nonsense, the economic model is ALREADY socialist in nature. The commander already gets a huge portion of our PRES before we even get to it, what we are left with is a measly 0.125 PRES for every TRES. Everyone gets the money at the same time and same rate (barring death), and the commander frequently supports those in need with extra bailouts.
Dark times are coming, I tell you. One day this system shall fall.
Comments
One tick every 8 seconds.
You can find total tech costs for different paths here for marines, though I don't know how up to date the values are.
I did some total res math in this thread:
http://forums.unknownworlds.com/discussion/127784/its-time-we-start-talking-about-the-real-culprit-behind-the-horrendeous-balance/p5
I didn't calculate total tech, but total tech is pretty moot given the fact that aliens are perfectly competitive on just 2 hives. And even if you would calculate in third hive, marines would still have higher costs overall anyway.
[1 TRes/6s = 0.167 TRes/s] x [# of RTs] = [Total TRes/s]
[0.125 PRes/6s = 0.021PRes/s] x [# of RTs] = [Total PRes/s]
Armory 10
Welders 10
Mines 15
Shotguns 20
Advanced Armory 20
Grenade Launchers 20
Flamethrowers 25
Observatory 15
Phase Tech 15
Arms Lab 20
Weapons 1/2/3 75
Armor 1/2/3 75
Robotics Factory 15
MAC Speed/EMP 30
ARC Factory 10
Second Command Station 15
Jetpacks 25
Exos 30
Dual Exos 20
Which comes out to a total cost of 445 res, if I'm doing the adding correctly. You'll most likely need to build other things as well, like more Extractors, Phase Gates, extra Armories, possibly a second IP, maybe some MACs, ARCs, and Sentries. And, of course, health/ammo drops, scans, and shields. But 445 is the minimum you will have to spend to make all Marine tech available to you.
To max out alien tech:
Two more Hives 80
Crag/Shift/Shade evolutions 45
Gorge Tunnels 30
Leap 25
Bile Bomb 20
Spores 20
Blink 30
Xenocide 30
Umbra 30
Vortex 30
Stomp 30
Carapace Shell 30
Regeneration Shell 25
Silence Veil 15
Camouflage Veil 15
Celerity Spur 25
Adrenaline Spur 25
Shade Hallucination 25
Shift Echo 20
Whip Bombard 30
Which comes out to a total of 580 res. That isn't counting Cysts though, and you'll probably need at least 30-40 of those to get all of this, so the total cost for max Alien tech is probably somewhere over 600. Once again, this isn't counting anything that isn't absolutely needed to max out tech, although you will most certainly need to spend more for additional Harvesters, Whips, Crags, Shades, Shifts, Drifters, and Nutrient Mist/Bone Wall.
We are the 99%!
- Occupy CC movement
Nonsense, the economic model is ALREADY socialist in nature. The commander already gets a huge portion of our PRES before we even get to it, what we are left with is a measly 0.125 PRES for every TRES. Everyone gets the money at the same time and same rate (barring death), and the commander frequently supports those in need with extra bailouts.
Dark times are coming, I tell you. One day this system shall fall.