Opinions on the new power resource?

The beta is buggy as hell which is to be expected, and a lot of complaints I’d point out have a pretty reasonable chance in being ironed out prior to release so all that I’m fine with. But I’m really curious about is how others feel about this new power resource mechanic. Does anyone like it or feel it adds anything positive to the game? This extra requirement for units seem to be overkill and is the only major core mechanic that would give me hesitation to continue looking forward to the release. I feel that out of any concerns I might have, this would be the one thing that may see refinement but still detract from the game play.

With reactors being replaced by these generators and tech level depending on the base upgrade level, I can see them needing the generators to have some sort of purpose. Resource generation just seems pointless. The only suggestion I could offer would be to maybe tie the generators into the population, of course with a population cap. Similar to in HW where if a reactor got destroyed it could eliminate the ability to build additional units of higher tech level requirements, if an enemy targeted someone’s generators they could have a similar effect. A player can produce extra generators which don’t add to the cap after a certain point but if someone’s main base is destroyed, these extra generators would prevent losing any max population. For example if each generator adds 10 to the population and you build 10 of them, population cap is at 60 so someone would need to destroy 5 generators to reduce someone’s max population. At that point units queue up until another generator is built.

I feel something like that would fit in better. But what about the rest of you? Is the current power resource fine or would you like to see it go? What would you have in it’s place?

I dislike it greatly, bordering on hate. It has single handedly ruined the feel of Halo Wars. If they revert back to reactors and resources, I think I might be able to enjoy the game. As it stands, this new system has killed the enjoyment for me.

> 2533274827631305;2:
> I dislike it greatly, bordering on hate. It has single handedly ruined the feel of Halo Wars. If they revert back to reactors and resources, I think I might be able to enjoy the game. As it stands, this new system has killed the enjoyment for me.

I honestly wouldn’t mind reverting back to reactors either. I admit I’ve only had time for three matches but I’m a lot less excited for further testing knowing this mechanic probably isn’t going anywhere. But that’s what beta feedback is for, one can only hope!

I don’t mind it at all. The only little complaint I have is that it’s not very unique anymore and that it basically does the exact same thing that the Supplies do.

What I would recommend is making each base require different amounts of energy. For example, a base that is for teching in the arsenal might need more generators than a base that only produces units, and producing infantry takes less energy than producing aircrafts etc. As such, the game will force you to build bases dedicated to producing different things. Of course this would be a local resource tied to the base where they\re built in that case.

What do people think of this?

> 2533274881110679;4:
> I don’t mind it at all. The only little complaint I have is that it’s not very unique anymore and that it basically does the exact same thing that the Supplies do.
>
> What I would recommend is making each base require different amounts of energy. For example, a base that is for teching in the arsenal might need more generators than a base that only produces units, and producing infantry takes less energy than producing aircrafts etc. As such, the game will force you to build bases dedicated to producing different things. Of course this would be a local resource tied to the base where they\re built in that case.
>
> What do people think of this?

How would that work with the little offshoot bases that allow for a single structure? I could see it working on the main bases but they would need to add some way to monitor each base’s pool. With supplies, power, and population that’s three pools to monitor already and managing on a per base basis could make things more difficult. Although the idea of having different bases dedicated to different things is interesting, much like modern military bases so it’s a neat tactical aspect.

I enjoy it the way it is. You can’t just have supply pads all day err’ day and expect to win. Adds a bit more thinking to the game.

> 2533274808210415;6:
> I enjoy it the way it is. You can’t just have supply pads all day err’ day and expect to win. Adds a bit more thinking to the game.

It adds quite a bite more thinking due to the extra complications in planning it requires. Thinking and planning are like one of the best parts of an RTS, but I really enjoyed being able to focus less on resources more on combat and strategy rather then base planning.

It’s good to hear someone likes the current system though, perhaps it’ll feel better in a skirmish rather then this domination mode. Mind me asking how you are setting up your bases as to not lose your mind worrying about power?

There was an E3 interview with a guy claiming they had found a way to make the resource gathering easy so players can focus on units and the battlefield… but Halo Wars already did that and it did it much better.

Tech upgrading via the base rules out many risky quick builds. For example In Wars 1 you could go supply, supply, reactor, reactor, vehicle depo, three tanks out early. This would of course slow down your mid game, it was a risk, it was another strategy option. Now our options are greatly reduced and predictable.

> 2533274805578773;8:
> There was an E3 interview with a guy claiming they had found a way to make the resource gathering easy so players can focus on units and the battlefield… but Halo Wars already did that and it did it much better.
>
> Tech upgrading via the base rules out many risky quick builds. For example In Wars 1 you could go supply, supply, reactor, reactor, vehicle depo, three tanks out early. This would of course slow down your mid game, it was a risk, it was another strategy option. Now our options are greatly reduced and predictable.

I’d love to know how its easier because maybe I’m doing something wrong, but he could just be crazy. I really like the idea of the tech level being an upgrade but yeah I already miss the HW1 layouts for achieving certain army strategies. It feels like every main base structure you have to max out with dual resource pads and you’re only able to put out units at a greatly reduced rate due to the smaller per incoming resource pool. I’m finding myself more concerned with the resources instead of countering units.