Economic Stimulus, Part II
#1
Posted 25 November 2008 - 09:35 AM
In the current public release of PR, units cost whatever I felt was appropriate given their value; bad units were cheap and good units were expensive. Build times were almost directly proportional to this arbitrary cost, so bad units built quickly and good units built slowly. Because of this strict consistency, there was almost no need for any strategic economic decision-making - you always got what you paid for at the same rate. Throw that pricing scheme out for the next version.
As of v1.1, build costs are now related to the canonical cost of a unit in credits. This introduces a whole new dynamic of value for when you're on a tight budget; in fact, some researchable units, such as the Lancer, are now notably better because they can deliver for less cost. Note that the costs are relatively accurate; they're taken at decreasing fractions of the actual price as size increases for the purpose of practicality. Without this bias, it would never make sense to purchase the biggest starships because they simply cost so much. Certainly there is an in-universe justification for using them, but it doesn't quite translate into game terms, so consider the discrepancy the result of the difference between the cost of materials and the price to the public.
Likewise, I've also completely changed build times to reflect both the size of a unit and its relative complexity. This is easiest to explain in terms of fighters, where everything is basically the same size. A TIE Fighter is just about the least complex, mass-producible ship there is. At the opposite end of its evolutionary tree is the TIE Defender, which is possibly the most advanced starfighter ever built. Although the Defender costs five times as much as the Fighter, it requires only a little over twice as long to build. This is important because if you have an economy that's strong enough, you should always be able to produce more advanced units at a greater pace, in terms of value, than basic units. Technology always has the advantage, but if you're smart about how you specialize your shipyards, you'll be able to swarm cheap units faster than they can be killed, should you go that route. Needless to say, there now must be a consideration towards expediency when planning your fleets.
Speaking of fleets, I'm excited to announce the return of the Lambda-class T-4 Shuttle and Sentinel-class Landing Craft, absent since the mini-mod, in conjunction with these changes - or rather those from Part I. Both now serve as Imperial light freighters, generating income and seeing combat in a pinch. The Lambda is rather poor at hauling cargo - it's essentially a conversion to that role - but is as well-armed as any combat transport, if a bit fragile. Notably, it's currently the only unit in the mod to receive a cloaking device as part of its upgrades, which gives it a niche role, since its successor is otherwise all-around superior. The Sentinel is not only better suited for combat, but it can haul over twice the cargo that the Lambda can given its dedicated role, so it's really a must-have.
I haven't forgotten about the Alliance either, as they now get the YT-1300 Light Freighter, previously a pirate ship, and the YT-2000 Light Freighter, which is an entirely new addition. As an upgrade to the Barloz, the YT-1300 is a bit of a trade-off: it's not as tough and can't quite haul as much cargo, but it isn't obnoxiously slow, upgrades to a better armament, and is, not to mention, a much smaller target for turbolaser fire. Given their tendency to be modified with illegal countermeasures, it can also be upgraded to get sensor jamming. The YT-2000, though, is the real prize at the end of the upgrade branch. This barely-civilian transport comes combat-ready, bringing practically as much cargo as the Barloz with it in the process. Its upgrades are geared towards turning it into a veritable blastboat that can move goods - no fancy abilities, just pure stats. Finally, I'll just mention that these two YT-series ships and the Barloz now have attachable weapons so you can easily tell how deadly they are based on visual inspection alone. Check out our Transports section to see the stock models!
Stick around, as we're sure to pick up intensity as we draw closer to the release!
#2
Posted 25 November 2008 - 11:49 AM
#3
Posted 25 November 2008 - 02:35 PM
Holy Crap the YT-2000 is mean looking! I wish they hadn't made that last X-wing nintendo exclusive. I loved those games... Anyway, back to the point, Will the HWK-290 be given to either/both Faction/s? Also will it recieve any weponwise upgrade? Seems kinda usless for pirates to have weponless ships and not need any income anyway.
You don't need worry about the 'poor ickle piwates'. They are fine.
In fact some are quite unpleasant.
Do worry when you meet them though.
(Refer to An Unfair Universe for details on pirates).
More information to follow shortly.
Ghostrider
#9
Posted 25 November 2008 - 07:26 PM
No, not every unit has to belong to a playable faction, but since the model was already done by PG, why not use it? If you're shooting at unarmed transports, you're not shooting at the ones that are shooting back. In other words, it's a distraction in a battle, so you should micro-manage around it and just let it die to opportunity fire.Will the HWK-290 be given to either/both Faction/s? Also will it recieve any weponwise upgrade? Seems kinda usless for pirates to have weponless ships and not need any income anyway.
#13
Posted 26 November 2008 - 01:13 AM
Don't be mean he will just make us wait longer! I can see him laughing at our suffering now....Stop taunting us and release the upgrade!
Edited by TheEmpire, 26 November 2008 - 01:15 AM.
"Welcome to the jolly old death star."
"Vader gets the plesure of killing someone while we get to stay among the living. Private Perkins overhere has been stranged over 30 times haven't you Perkins." "Good man."
#14
Posted 26 November 2008 - 06:17 AM
Or perhaps he'll listen and release an unfinished one. And then you get to have fun complaining about all the bugs and not-coolnesses that would have been fixed and coolified.Don't be mean he will just make us wait longer! I can see him laughing at our suffering now....Stop taunting us and release the upgrade!
#16
Posted 27 November 2008 - 10:35 PM
http://starwars.wiki...n-class_frigate
Should be very expensive but worth the cost!
#17
Posted 28 November 2008 - 01:12 AM
Cus it sure seems you got one.
Also I have one other thing to say, I think you shouldn't acquire the TIE Targeter or be able to research it until you research the TIE Fighter, because it makes little sense to have T.I.E. Starfighters alongside TIE Targeters since the TIE Targeter's hulls are based off of TIE Fighters.
#18
Posted 28 November 2008 - 02:22 AM
Well, for the sake of balance, I say keep it how it is, unless we're giving the Empire an earlier version of a bomber.Also I have one other thing to say, I think you shouldn't acquire the TIE Targeter or be able to research it until you research the TIE Fighter, because it makes little sense to have T.I.E. Starfighters alongside TIE Targeters since the TIE Targeter's hulls are based off of TIE Fighters.
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