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<title>Barons of the Galaxy Forum - Bug Reporting - Ocrowd - facilities with reduced production - Messages</title>
<link>http://forum.baronsofthegalaxy.com/topic2719-ocrowd--facilities-with-reduced-production.aspx</link>
<description>Barons of the Galaxy Forum - Bug Reporting - Ocrowd - facilities with reduced production - Messages</description>
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<pubDate>Mon, 17 Jul 2017 15:56:41 GMT</pubDate>
<lastBuildDate>Mon, 17 Jul 2017 15:56:41 GMT</lastBuildDate>
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<link>http://forum.baronsofthegalaxy.com/topic2719-ocrowd--facilities-with-reduced-production.aspx</link>
<title>Message from Vulpex</title>
<description><![CDATA[After some testing it seems that this is not a general bug but something that is constrained to artifact sites for some reason. Artifact sites which are HALTED still cause the same level of overcrowding as if they were operating at full capacity.]]></description>
<pubDate>Mon, 17 Jul 2017 15:56:41 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2719-ocrowd--facilities-with-reduced-production.aspx</link>
<title>Message from Rekkles</title>
<description><![CDATA[<b>Vulpex</b> wrote:<br/><blockquote>My understanding of the Ocrowd mechanism was that the more materials are extracted from a resource, the higher the Ocrowd goes.<br/><br/>However this is not what seems to be happening.<br/><br/>Specifically Ocrowd seems to consider facilities which are not in production (HALTED) to be in full production when calculating the Ocrowd penalty. Thus even if several people in a location are not producing anything the rest is hit by a potentially very significant Ocrowd penalty. <br/><br/>It seems like this is both a bug and a problem as it can be used to cheaply overcrowd locations (you overcrowd by not producing anything - so you pay very little for causing the Ocrowd). <br/><br/>I suspect that this is not what is intended but it has at times a very important impact on the game economics.<br/><br/>(I am not sure how Ocrowding handles facilities in partial production but that may be also an issue? Maybe worth checking if this is being looked into)</blockquote><br/><br/><br/>I didnt find this. <br/>My facilities were caused the overcrowding in a particular area to jump to 44%. <br/>I switched it off, and checked out the overcrowding, which had dropped to 30%<br/><br/><br/>Not to say its not happening, but at least in Cairo it didnt :p]]></description>
<pubDate>Mon, 17 Jul 2017 04:29:50 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2719-ocrowd--facilities-with-reduced-production.aspx</link>
<title>Message from Aywanez</title>
<description><![CDATA[I can confirm that partial production works as intended- if you produce less than 100%, you get overcrowding only for the amount your produce.]]></description>
<pubDate>Mon, 17 Jul 2017 02:48:11 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2719-ocrowd--facilities-with-reduced-production.aspx</link>
<title>Message from Vulpex</title>
<description><![CDATA[My understanding of the Ocrowd mechanism was that the more materials are extracted from a resource, the higher the Ocrowd goes.<br/><br/>However this is not what seems to be happening.<br/><br/>Specifically Ocrowd seems to consider facilities which are not in production (HALTED) to be in full production when calculating the Ocrowd penalty. Thus even if several people in a location are not producing anything the rest is hit by a potentially very significant Ocrowd penalty. <br/><br/>It seems like this is both a bug and a problem as it can be used to cheaply overcrowd locations (you overcrowd by not producing anything - so you pay very little for causing the Ocrowd). <br/><br/>I suspect that this is not what is intended but it has at times a very important impact on the game economics.<br/><br/>(I am not sure how Ocrowding handles facilities in partial production but that may be also an issue? Maybe worth checking if this is being looked into)]]></description>
<pubDate>Mon, 17 Jul 2017 02:44:44 GMT</pubDate>
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