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Your Opinions On Tech Pricing


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Poll: Tech Pricing

How do you feel about the current pricing of tech?

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#1 Phoenix Rising

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Posted 12 January 2008 - 04:04 AM

Just trying to gauge fan opinion on this one. Please explain your choices.

#2 Dane Kiet

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Posted 12 January 2008 - 04:12 AM

I like everything, except the upgrade times. They just take too long. Now, I know you want to place a restriction on how long it takes to force people to specialize, but at one point it took me 4 hours to upgrade just ONE type of fighter squadron to max (lvl 5 station wiht mon mothma)!!! That's just alittle rediculous. other than that, i think that the prices of the uprades and research is good (though the ships themselves need some tuning on their prices, but that's for another topic).
*edit* oops, meant it to be in perfect tense.

Edited by Dane Kiet, 12 January 2008 - 03:59 PM.

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#3 Phoenix Rising

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Posted 12 January 2008 - 04:15 AM

Four hours!? Fighter upgrades only take 75 seconds each and there are nine of them. That's 11 minutes 15 seconds total. Why did it take so long?

#4 muneyoshi

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Posted 12 January 2008 - 06:08 AM

Four hours!? Fighter upgrades only take 75 seconds each and there are nine of them. That's 11 minutes 15 seconds total. Why did it take so long?


yeah I was gonna ask that too... that seems way out of wack Dane.. after 4 hours I have multiple new ships rsearched (normally all researched actually.. maybe 1 or 2 to go at most) and upgraded.. both caps and fighter class.. the only thing I can think of is.. lack of credits slowing it down.. I'll list what I do below in a moment.. I think the times and prices are good as is

Dane.. what I like to do is put the XQ5 platforms at all secure systems (ones not on the direct battle lines) .. and I put one barracks.. and te rest mines on most systems.. not all mind you.. system with a large structure count are used for specilized bulk orders.. ie one system has 4+ light factories.. another 4+ heavy.. etc.. finally I have a fleet of 40 fully upgraded transtport/freighters way in the back to avoid death.. this keeps the money flowing quite well (36,000 a week+ with 15 or so systems on Core Worlds)... I find 6 systems to denote as research.. these are normally also in a secure region.. 2 with class 5 stations.. 2 with class 4.. and 2 with class 3.. this allows me to research multiple ships and upgrades at once.. 1 of each station researchs new ships.. the other works on upgradeing the ships that are ready to be produced.. to be honest in GC I capture enough planets in the first push to limit the battle lines to only a few systems.. with me haveing atleast 8 - 10 "safe" worlds that the empire has to go through the heavy defenses to get to.. this allows me to actually hold my ground (between star bases. golans and the starting fleets) and a few heros WITHOUT needing major ship construction.. this allows me freedom to focus on upgradeing stations and placing golans/XQ5's and the econmony.. I don't even bother having an army at this point.. first research projects.. freighters... then I build that fleet of 40 and stash them away.. as the golans are finished and more research underway and a decent cash flow then I start to think about the army lol.. this "turtle" way benfits greatly the rebel player.. NOT the Empire.. even though strike raids are now useable by the empire he never uses them against me.. so I just need to focus on space to hold my systems.. on the core worlds map this is actually realtively easy.. if you look at the map you can cut him off from a number of worlds and just hold in space with your 2 starting fleets.. yeah raiding him can be fun.. but it takes away precious starting resources that in my opinion are better used to build up your encomony early rather then later.. I never boost the starting credits so this becomes specially crucial for me.. anyway I have rambled.. I'll shut up now

again for those wanting to try it the way I was suggesting.. this works best as a rebel faction.. NOT the Empire.. on a map other then core worlds simply look to see where he has to come through.. and focus defenses there with a moblie fleet to move about as needed (you will lose stations sometimes so it is crucial to send the fleet to clear space above your systems.. DO NOT allow him to maintain a blockade as a army WILL be arriveing soon to take the ground from you)

To make this work as the empire you need to leave a garrision on the front line systems.. the AI doesn't seem to hit around off the front lines (with changes to hyperspace travel PR put in sometimes there are more "front" line systems then you think.. in Core Worlds as the rebels if you take Anaxes.. that.. and the 3 systems to the right (forget there names) are ALL front line systems.. he can send fleets directly to those systems from his space near Corsuant so they need to be defended.. this is an example to really check those space lanes..) .. okay now I have really really babled and need to shut up

#5 jdk002

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Posted 12 January 2008 - 06:10 AM

If your computer isn't as good GC in general becomes extremely slow. That includes research and build times.

#6 Phoenix Rising

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Posted 12 January 2008 - 07:22 AM

I find 6 systems to denote as research.. these are normally also in a secure region.. 2 with class 5 stations.. 2 with class 4.. and 2 with class 3.. this allows me to research multiple ships and upgrades at once..

This is exaclty how you're supposed to do it. I'm not sure if the people who complain about the tech get that...

even though strike raids are now useable by the empire he never uses them against me..

I've seen them used before, but maybe I have to check into that.

If your computer isn't as good GC in general becomes extremely slow. That includes research and build times.

I would've given up well before four hours, heheh.

#7 Pred the Penguin

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Posted 12 January 2008 - 02:24 PM

Upgrades seem to take a long time for me...
But either than that its everything is great. :dry:

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#8 Dane Kiet

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Posted 12 January 2008 - 03:39 PM

Hey, I just remeber sitting at the comp from 10:30 in the morning one weekend to 2:30 and just finishing ONE squadron. I may have been tight on cash and might have kept on running out though, since I was building key defenses on border systems and major shipyards and ground assult assemblies (lots of golan IIIs, and I've gotten better at resource managment since then)
and to muney..... DOES having more than one factory increase speed of production? I never tried it. I usually found a place with alot of buildplots and bought one of everything there.
P.S: An I DO have multiple research facilities functioning at once, 3 lvl 2s or 1s (fighters and transports), 2 lvl 3s (light frigates), 2 lvl 4s (destroyers and heavy frigates), one lvl 5 (caps, only one since they are so rare and I usually use most of them to produce the caps I need) and look at my edit for the other post.

Edited by Dane Kiet, 12 January 2008 - 03:58 PM.

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#9 Phoenix Rising

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Posted 12 January 2008 - 05:44 PM

Yeah, I think that's more of a vote for them costing too much than taking too long.

Multiple factories do decrease build times, yup.

#10 muneyoshi

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Posted 12 January 2008 - 05:58 PM

makes building up those T4-B tanks alot faster let me tell you.. lol

and Dane.. I use 2 class 5 stations as research so one can research ships, Bulwark.. Reef Home.. while the other does upgrades on all major cap ships ready for production (ships that can't be built at a lower station).. let's face it.. if you have a class 5 upgradeing a Liberty MC80 it's gonna take awhile to get it to MC80c and no other ships can be researched.. I will admit to rarely using a Bulwark or MC120a... but I certainly like having those opitions open :dry:

PR.. I honestly don't mind the AI not using strike raids as the Empire.. it's not really very canon of them to.. theirs was teh stragety of overwhelming might.. not small hit and fade tactics the rebels used.. this is why I never pointed it out as a bug.. as a player you SHOULD have that opition.. but I think the AI should follow a more canon path personally (he does use strikes raids against the priates.. just not me)

Edited by muneyoshi, 12 January 2008 - 06:06 PM.


#11 Dalmp

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Posted 12 January 2008 - 07:56 PM

My vote is for 'perfect, as-is'.

ATM it's at that perfect point where:
You might choose to upgrade a weaker ship-type rather than tech for a newer ship.
You might choose not to tech at all, in order to build stronger fleets.
You might choose to rush up the chain to get to the final ships, ignoring upgrades.

...and yet tech is important enough that if you don't get working on it, you live in fear of what the enemy might be producing in the future. There's lots of options and paths to take.

I think tech prices are pretty good. There are a few hero upgrades that make me wonder, however. I'm still trying to figure out why the Ackbar nebulon B costs so much. It's nearly worthless, except as a stepping stone.
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#12 Phoenix Rising

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Posted 12 January 2008 - 08:17 PM

I'm going to be redoing hero upgrade costs.

#13 Dalmp

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Posted 14 January 2008 - 09:55 PM

Hmm, well cargo ship tech prices might be a little cheap. At the moment it's a no-brainer to make that the first thing to research.
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#14 Phoenix Rising

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Posted 15 January 2008 - 04:54 AM

I've already nerfed the amount on the income upgrades.

#15 Ghostrider

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Posted 15 January 2008 - 09:20 AM

[quote name='Phoenix Rising' date='Jan 12 2008, 04:04 AM' post='558408']
Just trying to gauge fan opinion on this one. Please explain your choices.

I'll let you know when I finish my spreadsheet on full research.
It should give a good comparison of different branches.

My gripes are not so much on the whole system, but the inconsistencies (such as CR90 - more on that once I get some more data).

#16 kylekatarn288

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Posted 17 January 2008 - 08:41 PM

this may be a bit off topic, but i think that your single unit upgrades are brill, pheonix. youve really got a great mod going.
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#17 anakinskysolo

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Posted 20 January 2008 - 08:59 PM

I think that the upgraded ships should cost more than the non-upgraded. The ideal thing would be to have the upgraded and non-upgraded and see which one you wish to build, but that's impossible, because of the interface, so I think that the upgraded ships should be a little more expensive.

#18 Phoenix Rising

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Posted 20 January 2008 - 10:01 PM

I purposely chose not to do that because I didn't want to make upgrades ambiguous. In other words, it should be obvious that upgraded ships are always better than non-upgraded. You pay for the tech, but it doesn't upgrade existing ships, so I don't think you should be charged even more to build them too.

#19 Zarkis

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Posted 21 January 2008 - 09:42 PM

I haven't decide yet in the poll, but would like to make some suggestions. To speed up research or alleviate the upgrade costs why not bind certain upgrades or ship lines to certain planets and give bonuses on these planets? Or connect the research to the presence of certain heroes? This would also help to clean up the interface.

#20 Phoenix Rising

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Posted 27 January 2008 - 08:56 PM

I very much don't want to do that. I hated how they made capital ships only buildable at certain planets; it was one of the first things I changed. At any rate, the interface shouldn't be an issue after starbases are fixed.



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