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Let’s start #13 (Reboot Edition): New Economy

Some of the most drastic changes brought by the Reboot Edition are dealing with the game’s economy:

  • Money, money, money …

 The three-resource system gives way to a single-resource one: dollar. Aluminum & Rare Earth have disappeared in favor of oil deposits only, while banks, prisoners & admin centers provide $ as usual. Electricity, on the other hand, not being exactly a “resources”, stays as it is.

stock-footage-pump-jacks-in-perpetual-motion-drilling-for-crude-oil-in-desert-location-at-sunset[1]

Pricing was rethought to convert the previous multi-resources prices into $-only ones for all infrastructures, units, researches, upgrades, … In the process, some buildings made obsolete (like the FOB or LEM) were removed accordingly.

Which bring us to another change: the Refineries. In the “vanilla” version, they had to be placed on resources fields. In the Reboot Edition they will act as LEMs did, that is an advanced processing center recovering tankers and instantly converting oil into $. Therefore, the closer the refinery will be from an oil field, the faster you’ll get the cash, but also the more endangered they will be …

 

Since refineries are now acting as cash converters, the task of drilling the oil fields themselves will be transferred to a new building, the Extractor, which will have to be set directly in contact with the individual oil field.

CS_Derrick_H 

  • Resource fields

Resources (that is: oil) fields won’t have to be surveyed anymore: there will be fewer of them, with now only one deposit, but more durable and all visible from the start, even through the Fog of War.

No more random resources setting either: you’ll always find them at the same location. Therefore, being made obsolete, Survey units are removed from the game.

A new option in the game lobby will also allow you to set the durability of resources fields (from x1.5 to x10), in order to make game last longer if you wish so.

  • It’s a rich man’s world

Finally, expenditure will be up-front. No more pre-ordering buildings, units or upgrades even if you don’t have the means to do so at the moment: you will need to have the cash to start a production, and you will be charged immediately.

This system should bring Act of War‘s veterans some memories back …

 

[EUG]MadMat

15 Comments

  • Jurryaany
    March 16, 2016 at 11:05 am

    Very exciting!

  • otreblA_SNAKE_ITA
    March 16, 2016 at 12:12 pm

    I’m curious about this, above all for the implications coming from the resources visibility through the fog of war and their “static positions”…

  • LordOfKaha
    March 16, 2016 at 6:15 pm

    Something I never understood, even in Wargame.

    For economic settings whay aren’t you leaving open field so anyone can choose freely the amount ?

  • Craig Jukes
    March 18, 2016 at 6:40 pm

    We want UNLIMITED resources…not limited, that’s all I’ve ever wished for in this game!

  • Medicineman
    March 18, 2016 at 8:30 pm

    I hope this is optional, the original economy was what made the game fun and unique. just add a tutorial.

    • Joshua
      April 3, 2016 at 12:37 pm

      Yes!

  • Jeroen De Dauw
    March 21, 2016 at 5:04 pm

    “expenditure will be up-front” boooooo! Why remove flux eco? Being reminded of the changes between SupCom FA and SupCom 2 is not a good thing. One of the reasons I bought this game is because it has flux eco.

  • Jake
    March 22, 2016 at 2:47 pm

    Thank you for changing the resource system in the game back to a single one as it was back in Act of War. Much better in my opinion!

  • Rick Francis
    March 24, 2016 at 1:34 pm

    This is an awesome patch. thank you guys for making this change. it’s about time!!!

    Now, please give us more maps.

  • Joshua
    April 3, 2016 at 12:36 pm

    No no no no no no no. I couldn’t think of anything worse. This is lame. I love the complex design and intelligence behind the original economy. I loved hunting down particular resources like rare earth deposits. It made different areas of the map hold strategic advanced, forcing you to hold ground or advance with everything you got!

    This is lame. This is childish. This is spoon feeding young high school kids the easy way out. AoA original economy was beautiful, addictive and fun! Definitely was one of my favorite parts about the game, it made playing interesting and unique. Please don’t go this direction with the game, please don’t go down this road.

    Every other change in reboot I like, but I wish for a reboot volume 2, with original economy.

    Stand strong with your original ideas of resources

  • AJ
    April 11, 2016 at 11:45 pm

    I pre-ordered the game, and was disappointed (and bored) with the complexity and bugginess (laggy units made it no fun). This meant I couldn’t/wouldn’t convince friends to buy, and so they didn’t start playing either (a dozen sales that never happened).

    It sounds like you have listened however, and this will make it more like the C&C Generals 2 we never got (and wanted), fingers crossed the reboot delivers!!

  • dan anderson
    April 12, 2016 at 10:00 am

    Its like a new westwood has arrived but a better one! Before the EA shenanigans began. So what does this reboot offer.

    THE GOLDEN RTS DAYS SINGLE RESOURCE SYSTEM
    MORE FLUID GAMEPLAY
    NO MORE SLUGGISH RESOURCE GATHERING
    EASIER MICROMANAGEMENT
    THE GRAPHICS AND FEELS OF THE PREBOOT GAME
    I AM PLAYING A RED ALERT AND NOT SUPREME COMMANDER STYLE.GAME…..RIGHT?
    10/10
    U HAVE EXCELLED IN MAKING THE GAME INTO A MODERN-BACK TO RTS BASIC ECONOMY
    Now you as developers can focus on units,maps,new structures and defenses and worry not of economy(some balancing might need in place)
    I always play without nukes, just like in every RTS before this , I find them game breaking, one nuke, and cripple the economy of enemies.

    • dan anderson
      April 12, 2016 at 10:07 am

      I was thinking of tower road defense minigame where u build a base, and have sometime until units attack a core building of some sort in waves (probably a road the size of the checkpoint mission, using a surplus of resources, you must endure the painache of all three factions units have to offer, you can place.defenses near the road at no build area limitations that your choosing faction is obstructed by(or have certain blocks.in the road where defense.can be built. Or mayb add a alien scifi faction for this mode xD if they touch your units or the units get hit a certain amount ure units become infected and turn against you with new alienated abilities xD

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