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.
BTW, we're not against the idea of also being able to upgrade ships individually.
I do think it might get pretty tedious to have to send ships to a shipyard before they're upgraded. That doesn't sound like fun.
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
Go to individual ships and have them upgrade to a particular ship type.
The TIME it takes to upgrade those ships depends on how far they are from a friendly planet or starbase. If they're in a starport (planet) or at a starbase then the time to do it would be 1X (where X is the cost of the differences). The further away the ship is, the more cost (say 10X).
So users could send their ships home to be refit faster but they're not forced to.
I am not sure of a better solution. If you FORCE users to send ships home, that could get incredibly tedious. Even if you put in some "Go home, refit, and come back" it would make coordinating an attack difficult. The user CAN do this, but they don't HAVE to do it.
I don't think it's a good idea to have ships instantly upgrade because because all kinds of cheese comes into play.
Now, if there is a button on each ship panel that lets you "upgrade" that individual to the designated descendant (so you can refit, one by one, as well as all at once), now we are in business. |
| 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 |
| They can either A) Upgrade them all at once or |
We could always make a minimap that shows the positions of the ships to be upgraded, and draw lines between the ships and their home planets. (Though that should probably be a toggle).
| They can either A) Upgrade them all at once or |
| BTW, is there any financial cost involved with refitting or is just a time penalty? |
| The whole idea of this is to make the upgrade tediousless! Not like Civ3 was! In Civ2 there was only one wonder which was a MUST for me. It was the one that would upgrade units automatically (Leonardo DeVinci's workshop). It just made the game so much less of a pain in the posterior. Now in Civ3 they changed its function and I was very very angry. Everyone willt ell you that keeping your armies up to date with your tech is the worst thing in any strategy game. This option is aimed at being less of a pain, which I am happy with. But it will probably still be a bit of a pain cause of the refit downtime. I could see a ship being retro-fitted for 3 months (ie 3 turns) but any mroe than that seems a lot of excessive. True the challenge of upgrading a ship may be big, but Im sure the technology used to achive it can keep up with it. I guess the ultimate sellign point will be the time it takes for the refit. |
Astax, let's make sure you understand the issue because it doesn't look like you do.
In GalCiv II you DESIGN your own ships. It's not like Civ where your musketeers become riflemen.
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.
If you're going from say a bunch of ships that are essentially identical in every way except they're gonig from Laser II to Laser III then you're probably talking between 2 and 5 turns depending on the distance. But if you're going from Laser II to Death Beam X then you're likely to look at between 10 to 25 turns.
| Perhaps, in GC 2 military supply lines as upgrade freighters could add to the strategic and logistical depth (an interesting risk to manage in addition to time vs. distance). I suppose I am looking for additional ways to improve the concept of borders, fronts, and territories over GC1. |
| ow about this: an upgrade requires a "cargo shuttle" to go from the nearest colony/starbase to a ship that is doing a mid-space refit. It carries all the spare parts and stuff, and is treated just like a GC1 mini-freighter (no weapons or defense). A midspace refit is not complete until the spare parts shuttle arrives at its location in space. That would be a deterrent to doing a refit far from your space, and an advantage if you are already at a colony/starbase. Also, you can stop enemy midspace refits by attacking their shuttles. Too much? |
It's an interesting idea but doesn't solve the cheese problem:
I build 20 big ships with really wimpy weapons/defenses and send them out.
I then immediately "upgrade" them to really tough ships.
In the system you guys are talking about, what exactly is the "cost" of doing this?
With our system, the idea is that those ships being upgraded would be useless for X amount of turns while they're being upgraded based on distance and expense.
Even our system is pretty lax. If I build 100 ships that cost 100 to build and then upgrade them all to ships that would cost 500, I am effectively getting a huge advantage because my planets are still producing new ships while my cheap fleets are being produced too.
The problem being: What is producing these upgrades?
The ideal solution IMO would invovle something like this (but it's a micro management nightmare):
A upgrade cargo ship is built on the planet that the ship came from that costs the difference between the original and the new ship. It then flies to the ship and once it intercepts, it is upgraded to the new level.
The problems with this is:
1) It could take a long time to produce enough cargo ships since all your ships could come from a handful of planets.
2) What happens if the originating world has been conquered?
3) Do you force people to produce cargo ships? If not, then how do you switch back and forth without it getting complicated (i.e. space sports, by definition, are supposed to only create ONE ship at a time).
In other words, the player has to incur SOME cost.
Now you might say "Well, let's just have the player pay $$$ to upgrade" but the problem with that is that it rewards the player who has not built up their industry on their planets. Something has to manufacture the ships and upgrades and that is where the problem with upgrades comes into play.
Another idea would be to have the planet manufacture ALL the upgrades it needs as one mega cargo ship which then splits off. So if Earth has produced 50 Galaxy class star ships and you want to upgrade them to the Galaxy II class ship and the difference is 20 resources per ship, then it would cost 1000 to upgrade all 50 ships and then once built, the cargo fleet would split up and head towards each ship.
The problem with THAT, however, the case where some cargo ships get destroyed. You don't want the star port to get hijacked by the computer to build replacement cargo ships for the ones destroyed.
ANOTHER idea, which would take too long to implement and test, woudl be to have a ship building queue and when you upgrade a ship, the cargo ships get inserted into the queue and whenver one is destroyed, more cargo ships get inserted into the queue. But that would require a LOT of coding and testing, mroe than we have and it still might not be "fun" to play that way.
ANYWAY..
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.
| 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). |
| ANYWAY.. 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. |

| 4. You instruct the game to perform the upgrade. The "cheese" factor that I notice here is that this one planet is now essentially building several ships at once, instead of just the one they're normally limited to. I consider this as building several ships rather than refitting because these are only really ships in name, since the only components are those required to be classified as a starship. I guess if a planet can do this many refits at once, then a planet should also be able to build more than one "new" starship at a time. That's all I'm saying. |
| Astax, let's make sure you understand the issue because it doesn't look like you do. In GalCiv II you DESIGN your own ships. It's not like Civ where your musketeers become riflemen. 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 If you're going from say a bunch of ships that are essentially identical in every way except they're gonig from Laser II to Laser III then you're probably talking between 2 and 5 turns depending on the distance. But if you're going from Laser II to Death Beam X then you're likely to look at between 10 to 25 turns. |
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