09-20-2009, 03:35 PM
#1341
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09-20-2009, 03:39 PM
#1342
Than Archer is completely wrong. Creating 15 workers instead of 20 to mine and return to your base structure is not the same as creating 15 workers to mine and return to your base structure along with 5 to mine and return to your silo. How anyone could make such an error is laughable.
09-20-2009, 03:56 PM
#1343
You mixed up the order
Creating 15 workers instead of 20 to mine and return to your base structure
I want 250 minerals now instead of X (function of time) minerals later
15 CC workers instead of 10 to CC and 5 to silo
I want Y minerals now instead of X (function of time) later
09-20-2009, 04:13 PM
#1344
09-20-2009, 05:20 PM
#1345
I like the idea of the silos. Tell me Dsquid, do you see it working in conjunction with fixed versions of the current macro mechanics?
Also, the lore could be that the minerals are refined more efficiently rather than 'grown'.
09-20-2009, 05:25 PM
#1346
09-20-2009, 07:28 PM
#1347
There are some functional problems with the silo. Silos will cost less money than main buildings. However, they still require workers. And those workers cost money.
I'd feel more comfortable with a "silo" that was itself a unit. It would go to a mineral patch and mine from it, storing the minerals within itself. It could mine in perpetuity (possibly to some maximum value). When you want to get the minerals back out, you issue a command.
That way, you don't have to deal with workers. Plus, since it's a unit, more things can target it.
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09-20-2009, 08:04 PM
#1348
09-20-2009, 08:20 PM
#1349
09-20-2009, 08:22 PM
#1350