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The Gaming Union • View topic - [C6 Voting] Ship Changes

[C6 Voting] Ship Changes

A 2D turn based stratgey simulator to be played in conjuction with SWFA

Moderators: nickersonm, insecttoid3, Corran_Horn

Postby Turgidson » Fri Jul 25, 2003 2:27 pm

An addy (thus, no edit, so people know there's a new port) :

- first, current SOV model isn't scaled properly. SOV currently looks like half the size of an SSD? it should be quite bigger.

- second :
There are two parts in the pricing of the available units : the military part, and the economic part. I'm OK to double the prices of the military part, however, IMHO, doubling the economic part would highly change the game's mechanisms, by changing the return of investments (don't forget that planets will stay the same, since hard-coded). Most important, Refies, SUPXs and CRGs are part of the economic units, not of the military units. Their prices should stay unchanged, unless people want extremely long returns on investment (ROI)... and since EvR ain't extremely fast on that part already, an even longer ROI might kill the game (25 turns to have ROI on a trading refinery (and that's extrafaction trade) ? Who would ever rebuild a planet ?).

Basically, I think these units should keep their price :
- Refinery
- SUPX
- any other trader

This unit should have reduced price, because it is often used with FORTs, and FORTs price will increase :
- CRG

These units might have a lower price increase (maybe +50%), I'm not that sure :
- PSHIELD
- Shipyard (coud even double, since it's more used for military than economy)
- FORTs : the problem is that they also have production... maybe we should tone their weapons down, so the increase is slightly less too (in the +50% increase, not double). But, even with a small increase, I still think CRGs prices should be reduced - currently, the return on investment of CRGs is quite long, if FORT prices are increased it'll be even worse.


Other units (which are purely military, like troops, IONs, fighters, capital ships, and such...) can have doubled price without problem of game mechanisms balance (since they just mean less ships/more scattered fleets, and not slower investments).

That's a balance issue, after all we want an interesting game, with economics that can pay, not a game with no eco cuz any investment would need way too much time before we see the benefits (camp won't last 300 turns IMHO).

Off 'til Monday night, now.

[size="1"][ 25. July 2003, 02:29 PM: Message edited by: Turgidson ][/size]
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Postby CurseUppl » Sat Jul 26, 2003 8:57 pm

increasing shipyard prizes?

increasing everything would make the game boring, at some point we would end up have supx wars because that is the only cheap ship
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Postby Edge_28 » Sun Jul 27, 2003 2:01 am

supx wars..... sounds fun yes it does......
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Postby bob_2010 » Sun Jul 27, 2003 2:21 am

that does sound fun, supx and troops
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Postby nickersonm » Mon Aug 11, 2003 3:49 am

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Postby insecttoid3 » Mon Aug 11, 2003 6:34 am

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Postby Turgidson » Mon Aug 11, 2003 5:02 pm

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Postby Edge_28 » Fri Aug 12, 2005 11:39 pm

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