Upgrading\Refiting Ships
Anyway that was just an idea i had, i'd like to hear what you think! If it's already been implemented then sorry! Don't mind the idiot.
| Okay guys, let's make sure we're on the same page: User has made the Constellation class star ship. They crank out 20 of these ships and they're all over space. 40 turns later they're at Phaser Mark IV technology and decide it's time to upgrade their Constellation ships. They can either A) Upgrade them all at once or |
| You can't simply have an instant upgrade path because it would be incredibly easy to exploit. Players could make a very wimpy, cheap ship and then "upgrade" it to a mega powerful ship. There has to be some sort of mechanism to upgrade ships to avoid that. |
| Any game mechanic for upgrading ships should take these factors into account: 1) The cost difference between the original ship and the upgraded ship to prevent cheese. 2) The distance from the planet it was constructed on (to prevent cheese with building super fast ships and then upgrading them to mega death ships easily). 3) The MANUFACTURING capacity of either your planet or your civilization to reward players who have built up a manufacturing capacity -- MONEY should NOT come into play unless it's at a massive penalty. |
| A better alternative is to have them treated as if they are a damaged version of the new ship! Let them be upgraded in the field as if they are being repaired! If Brad and his team allow ship components to become "damaged", then everything will gel together. Then your upgrading in the field capability is actually your REPAIR IN FIELD tech! |
I think it's safe to say we won't come up with a solution that satisfies everyone.
The reason the ships are supposed to be useless during the refit is precisely as a big negative to the cheese of building unfinished ships. They should not be usable at all while they're refitting.
So here is what I propose, using a derivative of Saber's suggestion:
When you choose to upgrade a given ship class (or individual ship) it'll pop up a dialog telling you how long it would take along with a slider bar of what % of your industrial resources to allocate towards the refit. As you change the slider, the base time required to do the refit would change.
The further the ship is from a friendly planet, the longer it takes for it to refit.
While I do like the cargo ship concept too, I think it woudl get far far too complicate to implement in any sort of way that is intuitive to players and doesn't add potential micro management pain.
| a slider bar of what % of your industrial resources to allocate towards the refit |
| When you choose to upgrade a given ship class (or individual ship) it'll pop up a dialog telling you how long it would take along with a slider bar of what % of your industrial resources to allocate towards the refit. As you change the slider, the base time required to do the refit would change. |

| Or give time reductions for "simple" upgrades such as just increasing existing parts to a higher level, instead of adding different ones entirely. I.e., upgrading a ship with missiles to Lasers V takes the full time, but upgrading one equipped with Lasers II to the same new model takes a reduced amount of time. |
)- a civilization geared up for a specific tech can update easier that a civilisation that embarks on a new way of fighting/thinking with different tech
| I think it's safe to say we won't come up with a solution that satisfies everyone. |
BuzzardBlaster, I rather like that idea. Also, Brad mentioned the other day that in the OS/2 version of GalCiv, there was a "Go Home" button on the ship list entries that made the ship return to its home planet. Currently, the button on the ship list entry sends the ship to wherever the center of the screen happens to be, but I think that a "Go Home" button might be more useful.
| Having a general "Go To World" command would be more useful. |
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