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BlueTemplar Space Emperor

Joined: Mar 27, 2007
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Posted: Tue Nov 20, 2007 6:44 pm Post subject: Retrofit Max Percent Difference in Cost useless? |
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http://spaceempires5.com/en-US/node/2738#comment-31779
IMHO it would be a good idea to set Retrofit Max Percent Difference in Cost really high.
Less micromanagement for the player, and an easier retrofit system for the AI.
If you actually shouldn't be able to make all the retrofits in a single turn, maybe it would be a better idea instead to balance the retrofit costs?
Make them higher than this:
Retrofit Cost Percent For Comps := 120
Retrofit Cost Percent For Comp Removal := 30
Last edited by BlueTemplar on Wed Nov 21, 2007 8:09 pm; edited 1 time in total
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Tue Nov 20, 2007 7:35 pm Post subject: |
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If you have a high retrofit cost difference allowed, then you end up forcing all players (specifically PBWers) to use retroseries building - which involves more micromanaging then retrofitting does now.
I don't often hit the 50% cost difference limit myself - what types of situations are you finding this in?
Space Empires Depot | SE:V Balance Mod
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BlueTemplar Space Emperor

Joined: Mar 27, 2007
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Posted: Wed Nov 21, 2007 1:20 am Post subject: |
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In the early game, when I haven't maxed out my production yet, I build exclusively via retroseries. I also use retroseries any time I need lots of ships built really fast, which happens quite often.
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Fyron Galactic Guru

Joined: Aug 04, 2003 Location: CA, USA
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Posted: Wed Nov 21, 2007 8:56 am Post subject: |
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Retroseries should be discouraged, not encouraged...
Smarter than your average Texrak.
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BlueTemplar Space Emperor

Joined: Mar 27, 2007
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Posted: Wed Nov 21, 2007 5:28 pm Post subject: |
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That's why I propose to remove this "limitation", BUT increase the cost of retrofitting. I amost feel like cheating right now, except for all the annoying micromanagement (edit: and all the necessary repair infrastructure, which makes retroseries not completely overpowered).
Last edited by BlueTemplar on Wed Nov 21, 2007 8:07 pm; edited 1 time in total
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Fyron Galactic Guru

Joined: Aug 04, 2003 Location: CA, USA
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Posted: Wed Nov 21, 2007 7:39 pm Post subject: |
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Going from an empty husk to a full WP Opener ship is not good for gameplay.
Smarter than your average Texrak.
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BlueTemplar Space Emperor

Joined: Mar 27, 2007
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Posted: Wed Nov 21, 2007 8:05 pm Post subject: |
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Then what do you propose?
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Carnak Space Emperor

Joined: Sep 15, 2007
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Posted: Thu Nov 22, 2007 4:42 am Post subject: |
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It's hard to think of anything you could do to discourage retro series building but not impede normal upgrading of a ship. Legitimately refitting a troop ship to be a mine sweeper with new engines involves replacing all the parts except the bridge, crew quarters and life support, and it would be a shame to limit the game so this couldn't be done.
I was thinking perhaps make it so that only ships over a certain age could be refitted, but that would be stupid too. Last game I had to retrofit some explorers to troop ships as soon as they were build to deal with a neighbor which again would be a shame to prevent.
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Thu Nov 22, 2007 7:06 am Post subject: |
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I hit the 50% whenever I'm arming an unarmed ship, changing the engines on older ships to the top-tier (they've often been built while I didn't have good engines, or in construction, and the last few engine jumps in cost far faster, while they don't get researched any slower overall), lastly space yards - I start building them, and then I don't upgrade them while they're busy, and by the time I have the top space yard, it might cost more than the original ships did.
And especially when adding solar mechanics to a plain hull.
That last one is the only time I've needed more than one interim design.
-Crissa
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