I've recently noticed that engineers do not share the Adjacency bonus of their parent factory, and did some number crunching to find out exactly how much of a discount one was getting for the effort and micro involved.
A T3 land factory has a build rate of 60 and when it is fully surrounded by T2 mass fabricators, has a 10% savings bonus right off the top. Add a squad of 8 engineers to it, and you jack up that build rate to 180 (1 T3 engi= 15 build rate. X4= 60).
When constructing a Percival, it takes 80 seconds for a T3 factory to finish the job unaided, and consumes 16 mass per tick whilst doing so, coming out at 1280 total mass. The bonus brings it down to 1152 total.
At 180 build rate, it takes 26.6 seconds to do the job at 48 mass consumed per tick. When you divide 1280 into 3 to find the part consumed by the factory and not the engineers, you get 426. Apply the 10% bonus, you get 383.4. Plugging everything back into the main equation, (383 + 426 +426) you get 1235 total mass consumed as compared to 1280.
The end bonus is about 3.51%. Not exactly that big of a deal, huh? Especially since the bonus further decreases the more engineers you task to assist the factory.
If I made any math errors while I was figuring all this out, please let me know. I was just thinking this through for my own sake, and wanted to see what the rest of you thought.|||Correct, adjacency bonuses don't apply to assisting units, so that factory being assisted by a billion kennels won't get hardly any adjacency bonus even if it is well surrounded by T3 pgens or mass extractors.|||That and the fact that naval factories, which create the most expensive units in the game, can't even get adjacency bonuses even with the underwater structures mod. Experimentals, which are even MORE expensive, are constructed independently of factories and are again exempted....jeez...
maybe I oughta write a mod that a fully surrounded structure gets a 90% discount from various power and mass structures. At 180 build rate, 90% would translate to around a 30% discount. I'd settle for that.|||Zataku|||i wouldn't waste your time musing about the bonuses. they're almost never worth it, asides from mass storage on mexes.|||And the energy consumption discounts on shields, artillery, and other energy consuming devices :p
Don't mind me. I'm the kind of person who analyzes a game until he understands every last, tiny, minute detail from stupid adjacency bonuses to unit creation. You can probably expect more of these "musing" threads when I have something I wanna discuss with you all. :) I must admit, it is nice to have someone to talk to about these kinds of things.|||oh, there's nothing wrong with musing for fun. but in any kind of competitive game, the bonuses are virtually worthless.
ie, the energy consumption discount for shields is FAR less important than the adequate shield coverage of your energy farms. t2 arty is so useless the tiny increase in fire rate isn't worth thinking about, t3 arty is so expensive its almost always better to build other units etc.
i miss the days when i was like you, trying to remember/analyse every facet of the game. really though, in terms of winning on 5x5 or 10x10
dont waste mass, dont run out of energy
be offensive with your ACU
dominate battlefields and reclaim wreckage
be efficient with your units
are the most important things in FA.|||.....something must be done about this. Adjacency bonuses are too good a concept to be left to waste like this! I'll get to work later today combining Lurkily's Mo Storage Mod with increased adjacency bonuses. I'm thinking that surrounding an air or land factory with any combination of power generators will net a bonus of 90%. Same thing with the mass fabricators. Since the T3 mass and energy storage units yield a 125% increase when surrounding a p-gen or mex, I won't need to mess with that. And linking an artillery piece to a p-gen will yield a massive discount on energy expenditure and a large boost to firing rate. And no they won't explode more than normal. I'm trying to correct a flawed system, not build Bond Villain Bases. Since I'm butchering Lurkily's mod to do this, and I have no effing idea where he is, I'm assuming implied consent. He's like a coma victim to me at this point :p jk.
But first....sleep. I've been up all night with damn nightmares again. When TVtropes links you to something called body horrors, most well adjusted people wouldn't click on the links in the "real life" tab. (Seriously, don't do it)
I regret everything.|||IMO, the bonus part is what ruined it. If you do what Mithy said here (which has been suggested by many people since forever) then you'd have a really nice system to complement the flux-economy.|||AFAIK you don't get energy reduction from arty with adjacency bonus, they just fire faster. If you MUST build a t2 arty or three, some cheap t1 pgens around it and you up your DPS by around 10%, which is nice.
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