Replying to Your Opinions On Tech Pricing
Topic Summary
Posted 01 November 2008 - 06:49 PM
Invadious
Posted 22 July 2008 - 10:32 PM
Sorry for the late reply on this poll, I already seem to have voted for something I can't remember what anymore but I think the upgrades are perfect, that evens too long with perfect so, I agree with you PR. I think they are perfect because you can just start for example with researching the Executor from the beginning, and upgrade it. This can't be done in the original game where you were forced to buy 5 tech upgrades before you could buy the Executor which also took a long time.Well, the voting seems to be pretty much spread across the board, so I likely won't make any major changes. As I've said before, I would really like these all to cost XP, but I doubt that's feasible.
Kitkun
Posted 13 June 2008 - 05:15 PM
As far as I know, unit price only goes up if it has gained more fighter/bomber squads. If not, then I need to pay more attention.I agree with this post...
I don't mind that research is expensive, it's the fact that you're paying for research, AND paying for the upgraded units' increased cost. I think it should be one or the other for game balance... but when you're playing against an AI that spams cheap units, it doesn't pay to go for upgrades when it means that you're:
1 - spending money on research that could have gone to units.
and
2 - spending MORE money on upgraded units, so you're really behind. If research were free (or a lot less) and the upgraded units still had an increased cost, this would sort of balance out in my book
Jasonite
Posted 13 June 2008 - 01:50 AM
I voted that research is too expensive. I think upgrades are fine as is. It takes a while before I build up enough cash to even think about researching. Maybe it's just poor resource management on my part, but I find that I never have enough credits in the beginning of the game to build more than a couple factories, a few squadrons to garrison my border planets, and maybe a little extra cash to build a couple frigates. Meanwhile, the AI is busy building A-wings, X-wings and MC-120's after only a few minutes into the game. Maybe you might consider increasing the initial amount of credits at the beggining of a galactic conquest game to allow the player to better prepare for the AI's ruthless onslaught of cap ships and dreadnoughts.
Just my two cents.
I agree with this post...
I don't mind that research is expensive, it's the fact that you're paying for research, AND paying for the upgraded units' increased cost. I think it should be one or the other for game balance... but when you're playing against an AI that spams cheap units, it doesn't pay to go for upgrades when it means that you're:
1 - spending money on research that could have gone to units.
and
2 - spending MORE money on upgraded units, so you're really behind. If research were free (or a lot less) and the upgraded units still had an increased cost, this would sort of balance out in my book.
But hey, that's just my opinion.
J
Kitkun
Posted 12 June 2008 - 10:13 PM
Can you make it so that you can start out with all the upgrades like with tech level 4 being all ships and 5 all upgrades researched
At that point, you might as well play skirmish.
Posted 12 June 2008 - 10:12 PM
Kitkun
Posted 22 April 2008 - 07:57 PM
Or someway to make multiple (More than 2) speeds?
I would just increase both default and fast-foreward speeds, so that default is the one you play at, and fast foreward is reserved for when you are waiting for somthing (new ship, long transit time, etc.)
That would be good. Either way, where do you change it?
Kaleb Graff
Posted 22 April 2008 - 07:25 PM
Or someway to make multiple (More than 2) speeds?
I would just increase both default and fast-foreward speeds, so that default is the one you play at, and fast foreward is reserved for when you are waiting for somthing (new ship, long transit time, etc.)
Kitkun
Posted 18 April 2008 - 06:53 AM
Kaleb Graff
Posted 10 April 2008 - 07:19 PM