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by amishforkfight 4932 days ago
In most RTS games, an arbitrary Resource Mine generates resource X at a fixed rate, but the resource is delivered into your resource pool in fixed-rate chunks. 100 units of X per minute, delivered at the top of the minute (for example). You can't purchase Unit Y until you have all 300 units of Resource X, so you wait 3 minutes.

TA employed a continuous economy system where you were more concerned with your resource Bandwidth rather than total quantity available. Energy or Metal mines added +X of their respective resource to your pool, but it was continuous and if your pool was full, excess resources just vanished.

The unique aspect to this system was that the player could begin constructing any building whether or not he had the resources available to finish it. The player didn't need 300 units of Resources X to start constructing Unit Y -- he just started building it. The construction units would open up and start taking in Resources at their fixed rate. If the resource pool ran out of resources, aka your construction needs outstripped your gathering capabilities, all construction slowed to the maximum rate at which you were able to gather resources.

A liquid economy, still one of the most fun I've ever played.