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Again, at this point feel free to think outside the box if you wish. Things can be removed/redone.
Second, impressions: As a first pass I really like it. I feel like I can actually try to have a vision for my squadrons.
I do wonder if it might not be better to tie the amount of available modernizations to completed prototypes rather than tech researched. This would help with the two problems you see, although probably not enough to really eliminate those issues. Downsides: It would add complexity and could potentially make the problem even worse, as someone could just fast spend on prototypes to get super falcons or whatever even faster. I guess you could have a different modernization value for each ship type and then only add to the frigate number when some version of frigate is researched or prototyped? That would definitely lower the number of slots.
There probably need to be more available modernization options. I think an automation option that slightly reduces crew would be cool.
data link modernizations not showing up on the squadron screen. But the ships were still eligible for the encrypted version.
Might want to restrict what upgrades are available to any given ship to encourage diversification. Do you want to have a scaling penalty to ship cost with each modernization added?
Can you lock certain modernizations behind projects? You could lock data link behind the basic industrial project, with the starting data link ships feeling like test beds. Hi-tech would then gate the tactical net modernization.
Confirmed bug. Fixed in upcoming v0.78. Thanks!
So, how about making two types of modernizaztions? Regular ones (most of them) and "specialized" which are any that affect other ships. And you have a limit on the specialized ones.
Or maybe just make it so each hull has predefined spoecialized modernizations (like 2) and only those can be selected (I don't like that one)?
Dunno, but definitely want to limit those.
I see, so the feature should stay you say :)
Yes, definiely list all modernization ideas.
Hmm, a very interesting, yet tricky, concept... :)
Some might now want any modernization due to cost incerease... but then...
Note that there are various variants of this posible like: "Technology which makes one additional modernization to not increase the cost", "Button which let you increase the number of non-extra-cost modernizations for this hull (similar to promoting to a prototype button)" and so on.
Combined with varying costs, perhaps make it so that the cost is much higher for an 'inappropriate' modernization for the class? Still allow it to be possible, but your engineers have to work miracles to make a gunship support the scout role as well as an engine with sensors strapped on.
EDIT: Perhaps it would be better to discount 'appropriate' modernizations. Easier to give a bonus to correct class type, of which there may be one, than to select 'which ones are particularly unsuited for this item'. Though a combination of 'x is very well suited to this upgrade, y is not great, but won't make engineers cry, and please don't ask for this on z' would be even better!
1% for "more numbers" upgrades like better guns etc.
10% for "no sell" upgrades like Hardened shields, armor piercing, (networks?)
25% for fleet wide upgrades
In theory you want to encourage building different ships in preparation for fighting different enemies. Modernizations with costs let the player "dial in" a ship class to counter a particular
foe. Or not. Personally I don't want to fiddle with 10 different costs for 20 different ship types.
I gave some thought to an "upgrade grid" that is shared between ships. But each ship starts with a different "free" node. So a flexible ship has a node toward the center. But a straightforward battleship is out on the edge, but has a short path to armor piercing. But that got into the too much art and coding area.
(So adding just one is about what any other mod costs, but adding a second one gets already way more pricey third even more etc.)
So it would be most cost-effective to split the fleet wide modernizations over the squadron, and select hulls that already come with one built-in, but a late-game empire with incredible big ressources might also just go with an incredibly overpriced design.
In a way that even reflects rather fittingly how a military with an overblown budget might be willing to waste incredible amounts of money for the "shiniest toy"
Also it gives people who like to optimize stuff like that something to do (and rewards that) while at the same time keeps the level of freedom to design the ships up high.
Ofc there should be a warning included that the price-structure works that way to make it transparent for the player.
All right, how about this:
- Each modernization costs 50 modernization pts. If modernization is "compatible" with the given ship hull type (for example all Electronics field ships would have DataLink, Encrypted Datalink and Tactical Net considered Compatible) it costs only 40 modernization points (or 30?).
- You can "Increase modernization capacity of a hull" (which can be done up to 3 times per hull, with progressive money investment PLUS each increases the base cost and upkeep of the ship hull by +20%, so there is a drawback) which grants extra +30 modernization points for this hull only.
- There are "specialized" modernizations (all that affect the whole squadron). Each hull has typically only ONE unused slot for those. But you can "Increase specialized modernizations slots" (need a better name for this) which permanently increases the ship's cost and upkeep by +50%, it grants additional specialization slot. Can have up to 3 extra specialized modernizations. Also, specialized modernizations cost 100 modernization points.
- At any time you can "Redesign" (for a reasonable fee) the ship hull which removes all modernizations and frees the modernization points. Note that if you increased the max specialized slots (via Increase option) it's not affected, so you can not decrease the cost of the hull this way.
How many modernizations would you estimate in a typical game? Anecdotally 2-3 modernizations was enough to trivialize space combat in my most recent game. Enough to spread tactical nets to the whole fleet. Also bug report: ships that start with data links needed to take them again before they could take tactical net.
Designate Bannership would be my nomination for the bonus command specialization. Royal or Noble Variant is my runnerup. Designate Flagship disqualified for implying one per squadron.
Confirmed bug. Fixed in upcoming v0.79. Thanks!
5-10 modernization pts per level of Construction (which means 60-120 pts max so 1-2 standard modernizations (as a 50 pts cost each). Standard techs grant +25 points (so 1/2 of modernization).
Which modernizations made it trivial? Some could just have increased cost.
The game I was referring to was two steps up the difficulty scale, and by Tactical Net simulator battles were a blowout. On that note is the basic Imperial fist supposed to distribute Hardened Armor? The turtle named battleship also has that ability.
Edit: 3 modernization points per construction tech level is not enough. 36 points isn't even enough for a whole modernization.
Edit: Perhaps all the modernization and squadron size upgrades were randomly frontloaded this time. But the combination of increased squadron size and data links are allowing me to break even against the upgraded enemy ships. And since the actual battles have 2:1 squadron numbers...
[s]Also do you only lose stability on losing a core planet when you no longer have troops on the planet?[/s] scratch that the game is just quiet about the loss