Questions about Economy in the game

OhnojojoOhnojojo Join Date: 2011-08-01 Member: 113400Members
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?

Comments

  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    1 Tres per tick, 0.25 (I think) pRes per tick.
    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.
  • B3rTB3rT Join Date: 2013-02-14 Member: 183058Members, Reinforced - Shadow
    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.)
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited March 2013
    I think p.res is 0.125 per tick per harvester, someone should just pull the data from the files.

    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
    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.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Xarius wrote: »
    I think p.res is 0.125 per tick per harvester, someone should just pull the data from the files.
    From balance.lua
    kResourceTowerResourceInterval = 6
    kTeamResourcePerTick = 1
    kPlayerResPerInterval = 0.125
    
    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]
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    What made me so adamant that it was 8 seconds?
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    |strofix| wrote: »
    What made me so adamant that it was 8 seconds?
    It used to be at 8, but I think it was probably changed without being documented in a changelog at some point.
  • Blarney_StoneBlarney_Stone Join Date: 2013-03-08 Member: 183808Members, Reinforced - Shadow
    edited March 2013
    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.
  • xen32xen32 Join Date: 2012-10-18 Member: 162676Members, Reinforced - Supporter
    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.
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    xen32 wrote: »
    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.

    We are the 99%!

    - Occupy CC movement
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    xen32 wrote: »
    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.

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