TF economy

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DasSmiter
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Post by DasSmiter »

If I was an admin I would close this thread

Xere or Spidey get in here and lock it up

TF econ is fine, it is probably their accel/agi that makes them more difficult to stop than anything else. Also TF miners are 5k so that is the most annoying thing ever when you lose a miner and even a full miner load can't replace what you've lost
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Jimen
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Post by Jimen »

the.ynik wrote:QUOTE (the.ynik @ Aug 27 2010, 10:19 AM) But you also need to consider the tech cost - TF is cheap (25% less cost than normal) despite having a normal economy. Dreg tech is more expensive than normal (somewhat making up for their increased yield), and Giga economy is intended to be strong.
TF's econ may be normal, but it's got that six-minute research time, which is likely the reason for its lower costs. I'm not sure it really makes much difference now that partialling is so easy, but as long as Bios is doing the long research = low cost thing, I don't see why TF shouldn't.
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Seymor
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Post by Seymor »

Shizoku wrote:QUOTE (Shizoku @ Aug 27 2010, 11:49 AM) It would also create strategy, smart players would discard the inverter before dogfights then pick it up afterward.
I always hated this mechanic because of how many button presses are required to do this. It's more about manual dexterity and keyboard setup than about how aware of a player the person is. You could always create a hotkey using an external program to quickly push ctrl-#, ctrl-s to drop the item with one key but that seems borderline controversial.
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gr4vity
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Post by gr4vity »

One of the things that make TF's eco somewhat more stable is the possibility to rip nans to those Miners. That greatly increases survivability of the miner and also allows TF to push its opening TP in almost every case since the Miners can serve as home rip. Perhaps reducing the energy regen on those Miners would make their eco and opening a little more attackable? :ninja:
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TurkeyXIII
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Post by TurkeyXIII »

TF miners are already the slowest regenning smallrip receiver. 1200 total, 15/s regen. Compare to rix SR scouts at 1200 total, 30/s regen and a carrier 2000 total, 80/s regen.

TF scouts have a rip cost of 1000, so while the first defending scout can rip in about 8 seconds, the second needs to wait a further 53.3 seconds. Considering the time to kill of your average miner, the regen is already too slow to be tactically significant.

Which is fine by me, because I don't find any problems with TF econ :P
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lexaal
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Post by lexaal »

With tf you need a ref in every sector you want to mine or your economy get real slow.
Other factions can mine sectors without refs, as example if you push the op 2 sectors away from your home you can:
mine home
offload at garr
mine in between
offload at op
mine op.

Consider the fact that you need to buy more refs than other factions as a nerf.
Also tf miners require more micromanagement, because they usually need to mine every rock twice.
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Shizoku
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Post by Shizoku »

gr4vity wrote:QUOTE (gr4vity @ Sep 4 2010, 05:36 PM) One of the things that make TF's eco somewhat more stable is the possibility to rip nans to those Miners. That greatly increases survivability of the miner and also allows TF to push its opening TP in almost every case since the Miners can serve as home rip. Perhaps reducing the energy regen on those Miners would make their eco and opening a little more attackable? :ninja:
Their miners cost 5k, that's nearly two miner loads to rebuild one. They should be difficult to kill in comparison to a giga or belter miner.
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