Jump to content


Replying to Operating Costs


Post Options

    • Can't make it out? Click here to generate a new image

  or Cancel


Topic Summary

a.fake.name

Posted 09 March 2015 - 11:33 PM

By mostly more irritating than useful, I usually just say they're fake tits on a zombie useless 99% of the time, especially since so many are slower than or barely faster than their carrier.

The tugs with no upgrades especially, so slow that unless it happens to launch exactly when you need it, it just gets left behind because it cannot keep up.


Personally, I'd change launch times to be much faster as well, because as it stands fighter screens spend too much time launching slowly.

If they were compliment only, aside from heroes, it would also remove the current annoyance from a new game of dozens of squadrons of fighters or freighters requiring the spam of skiprays to deal with.

Another possible upgrade mechanichac for cap ships would be to allow the manual upgrading of older models into the current, with a basic choice of fighter/bomber/ centric compliment, with the current mix as defualt..

Even if there were


megabalta

Posted 09 March 2015 - 09:45 PM

I think the option to launch transports could be present as an ability. Not every mission needs those craft, and they are mostly more irritating than useful. I'm also planning to include reserve tactics, meaning only a certain number of squadrons will be spawned from a starship, and until they are destroyed, there will be no new snubcraft spawned to avoid snubcraft spam (I'm looking at you Venator).

 

Having versions of the same type of ship wouldn't be so nice, because it'd just suck away other ships purposes. If you upgrade to a Victory II, you get a ship with another mission profile, that is true, but you can also research another type of ship to fill the Victory Is place with more efficiency. This way the game will make you research various ships, tactics and combine them, instead of playing with a total of 4 variants of a single ship all along.

The same goes to variable complements, plus there's no possibility/place for/on the UI for that kind of variability (not to mention it's a lot of work, which I'd rather use to include more ships). Another problem is that space stations (UI submenus) can not be sold, ergo they are permanent.


a.fake.name

Posted 08 March 2015 - 10:05 PM

Sounds good, more or less what I've been saying should be done for years.

Be nice to have ISDs show up and launch an actual defense instead of a merchant fleet of lambdas first.

Also, I'd say make the ISD-I and VSD-I seperate ships from ISD-II and VSD-II models, with the MK-1's being cheaper to build, as they serve vital roles in the imperial fleet.

The ISD-II and later are all heavy guns, where the light turbos on the ISD-I give it a toally different mission profile (and if you use Chih's sub-mod, their range doesn't render them pointless.)

Also, while we're playing at new station ideas, prehaps add a (in lack of a proper name) compliment upgrade station.

Add an option to manually pick between preset compliments based on what small craft are researched,

So you could give an ISD nothing but skiprays, but the upgrade would have the cost each squadron added, as well as the maintence cost.

Needless to say, the easiest way would be tweak the menus opening up this option will remove all other build options from that planets screen and only displays the compliment options until you switch back.


megabalta

Posted 05 March 2015 - 09:49 PM

Well, you can either give a unit a fixed amount of income (in this case a negative income - maintanance cost) or a percentage based income. I must use the fixed amount, because if you use the percentage type, a SSD over Dagobah could be maintained for way less, then over say Kuat. You get the idea.

 

Occupying certain planets could lower costs, but I must research it more to know.

 

I'm planning to remove transports and freighters as separate units to reduce lag, to induce more strategy and because it's a military game. Instead I'm planning to add space docks, basically fixed starbases which generate percentage type income, so if you build them over a hyperspace lane planet, or rich mining world, they'll produce way more credits. They'll visually come with container yards and neutral transports and freighters to raid. Buildable freighters could come back as support ships with certain abilites later.


a.fake.name

Posted 05 March 2015 - 09:17 PM

This would be neat.

Prehaps have some worlds raise/lower the cost ?

Easier to maintain a fleet in the Kuat system than in the Maw, for example.

Also, prehaps take the pre-existing container yard model ingame, and use it to slap together a buildable container yard, with the pre-positioned supplies keeping supply costs down (easier to just keep a yard stocked).

Prehaps if possible, have the yards affect worlds within a jump count or specefic distance away as well (with a diminishing effect), construction speed boost (parts are always on hand), etc.


megabalta

Posted 01 March 2015 - 03:51 PM

I'd like to give PR a bit more of a depth by improving the galactic economy a bit.

To achieve this, I've decided to include operating costs to PR as a submod. It's fairly easy to do, what's tough is to guess and balance said costs in % relation to their build costs.


Review the complete topic (launches new window)