which method works best
Published on March 2, 2005 By Solitair In Ideas
I was wondering about how the shift refit might be implemented in GC2. Obviously this is something that has been done in different ways in different games and was thinking that a bit of debate on the idea may help. It's soemthing that can be discussed in advance of beta testing.

Basically I see a number of methods for implementing ship upgrades and a number of costs. Any combination could be tried.

Methods:
A) Universal - from the ship design screen all ships of design 1 could be upgraded to design 2
This is the easiest implementation and certainyl the most user friendly. It removes any complication and lets the player get on with playing the game.

Ship by Ship - any selected ship can be upgraded to another design when selected
This is the best controlled method and works well if there is any cost associated with an upgrade. Could be annoying if you have multiple ships around the map that you wanted upgraded.

C) Starbase/shipyard - any ship in a starbase or at a shipyard can be upgraded to another design
This method only allows those ships at a stardock to be upgraded. Most realistic option but potentially costs on the fun factor.


Upgrade Costs:
X) Free - upgrades cost nothing in money or time.
This is again the simplest method. No cost associated with upgrading. it's similar to GC1 where ships were automatically upgraded as tech advanced.

Y) Cash Cost - upgrades will cost depending on the value of the change made
Upgrades would cost an amount per module changed. So any design could be changed to another for a calculated cost.

Z) Time Cost - upgrades take time during which a ship is out of comisison
Upgrades require time to compelte and any ship being upgraded is unavailable for action until the upgrade is compelted. Could be complicated if ships are not at a shipyard.



I personally feel that for fun factor a combination of A and X or A and B would make most sense. For realism, a combination of C and Y+Z would be best. Perhaps differnt combinations coulb be used at different difficulty levels, so easy levels have free and instand upgrades empire wide, normal level have empire wide cash cost upgrades and hard levels have maximum realism.

What do people think?

Paul.

Comments (Page 1)
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on Mar 02, 2005
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on Mar 02, 2005
be tweaked so that the time to travel to a facility, get refitted, and travel back to where you were, is not longer than it would take to just build a new ship at the same facility and fly it out there.
on Mar 02, 2005
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on Mar 02, 2005
I like (C) and (Y) with the possibility of (Z). I'm use to this feature from MOO2 and in my opinion, its the best one.
on Mar 02, 2005
nd this by allowing the instant upgrade but as mentioned by others the cheese possibilities are endless unless some form of withdrawal from front line is required.

Paul.
on Mar 02, 2005
ont>
on Mar 02, 2005
I tihink it's clear that, regardless of what system is implemented, upgrades should only be possible in the player's own space. Otherwise, the cheese factor simply breaks the game.
on Mar 03, 2005
fit.
on Mar 05, 2005
on Mar 06, 2005
so refitting a specific ship should be no different.
on Mar 06, 2005
heese tactics with a global refit. But the argument mentioned above just doesn't seem to make that much sense to me. Of course there's always the possibility that I simply misunderstood it.
on Mar 06, 2005
the Paradox game, Hearts of Iron 2 (ww2 sim) keeps track of which ships were killed and by who. Its pretty nice
on Mar 06, 2005
earlier, if there were fewer ships, that would help alleviate any perceived tediousness.
on Mar 06, 2005
(double post)
on Mar 07, 2005
o make, fewer ships but more personal attachment and enjoyable experience, versus strategic gameplay with hundreds of ships and no attachment. Whichever choice they make will have a serious impact on the refit option chosen.

paul.
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