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Post by Deleted on Dec 4, 2014 21:21:02 GMT -5
When I unlock new tech, it's very annoying to have to re-buy all the ships and then move them around to re-position them. It would be much cooler to be able to add/remove tech for already-made ships, especially when the edits made are minor. Recently, I made a bunch of heavy repair carriers and spend many turns building them and moving them to the right spaces on the map, and after building and positioning several I noticed that they were the ideal repair ships except they missed one thing... the 'repair fighter' training! So now I have to go build all those heavy carriers again, and move them all again to the right planets, because I can't simply switch the training on the ships.
If you could add and remove upgrades in STRPG, I fail to see why you can't in ST4X. How it could work is that the planet takes in the ship you want to upgrad, making it temporarily unavailable. But rather than costing the CP and credits it would normally cost to make the whole ship, you'd only have to spend credits and CP on the specific parts you want to add.
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Post by Cory Trese on Dec 4, 2014 22:31:49 GMT -5
Thanks for the feedback!
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Post by Paul169 on Dec 29, 2014 18:54:20 GMT -5
I very much support this suggestion. I've just bought the game, played a couple of hours and really like it. But the ability to upgrade old designs to a new one is something I looked for and couldn't find, and would add a lot to the functionality of the game.
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Post by fallen on Dec 29, 2014 23:46:28 GMT -5
@paul169 - thanks, we appreciate the extra vote. We've definitely heard this one a lot and continue to keep it on our radar. The next big step in ship design will probably be an auto-design button that makes the best possible ship for you to tweak on.
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Post by lazarus on Jan 20, 2015 12:44:08 GMT -5
Cory Trese fallen Hadn't I read somewhere else on the forums that this contradicts the lore? I thought I saw someone say that ships could have new things added but not removed. I know back when I played ST RPG (a year or so ago) this was the case. Not sure if it's still true though. I want this badly enough though that I wouldn't mind a change to said lore, if it exists. I also hate having to scrap or suicide ships just to upgrade the guns or change their skills or training. I like the TC's idea of removing the ship for the number of turns required to build just the upgrade. You could even create a new colony upgrade (Shipyard? Advanced Starport?) that could be required or give bonuses to this process. Make the upgrades happen faster or cheaper, etc.
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Post by Deleted on Jan 20, 2015 14:44:22 GMT -5
Perhaps a compromise would be allowing some things to be added/removed, like armor and weapons, while restricting other things to be changed, like level and reactors. Even double cost and CP for the changes would be better than starting the whole ship over from scratch. I also second lazarus's idea of an advanced, costly upgrade that would allow this. This would restrict this capability to a few select colonies in late-game, which would increase difficulty and prevent exploit.
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Post by Cory Trese on Jan 20, 2015 15:11:53 GMT -5
We will also do more to help display the incredible value of XP for existing ships.
In many cases, the XP is worth more than any weapon or system upgrade.
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Post by Deleted on Jan 20, 2015 15:18:53 GMT -5
We will also do more to help display the incredible value of XP for existing ships. In many cases, the XP is worth more than any weapon or system upgrade. I didn't know that. That's only for capital ships though right?
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Post by Cory Trese on Jan 21, 2015 10:15:49 GMT -5
We will also do more to help display the incredible value of XP for existing ships. In many cases, the XP is worth more than any weapon or system upgrade. I didn't know that. That's only for capital ships though right? It is worth more to capital ships, but Fighters and Transports still get a bonus. At 25XP, a ship is acting at almost 5 design levels above it's original specifications.
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Post by Deleted on Jan 21, 2015 11:10:16 GMT -5
I didn't know that. That's only for capital ships though right? It is worth more to capital ships, but Fighters and Transports still get a bonus. At 25XP, a ship is acting at almost 5 design levels above it's original specifications. Can you elaborate how XP helps with fighters and transports? Damage, attack accuracy, evasion, damage soak, counterattack chance, maintenance costs, refuel, etc?
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Post by lazarus on Jan 21, 2015 12:48:09 GMT -5
We will also do more to help display the incredible value of XP for existing ships. In many cases, the XP is worth more than any weapon or system upgrade. This is very true, but what about situations where you have a low-tech fleet that has yet to see any action? Like the game I've been playing that I mentioned in the 'Lazy Xeno' thread. I'm 4.5 years in and have yet to see any Xeno because of my game setup. I have almost 2 dozen ships that all have low-tech designs and would love a way to upgrade them instead of scrapping my whole fleet and starting over.
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Post by khamya9 on Jan 21, 2015 13:09:24 GMT -5
We will also do more to help display the incredible value of XP for existing ships. In many cases, the XP is worth more than any weapon or system upgrade. This is very true, but what about situations where you have a low-tech fleet that has yet to see any action? Like the game I've been playing that I mentioned in the 'Lazy Xeno' thread. I'm 4.5 years in and have yet to see any Xeno because of my game setup. I have almost 2 dozen ships that all have low-tech designs and would love a way to upgrade them instead of scrapping my whole fleet and starting over. The ai is in the same situation as you. When you first fight them, you'll be met with mostly rank 1 ships. Their replacements will be stronger, however if you can hit them hard enough, and fast enough, you can defeat them before they amass a truly dangerous fleet. Also, scrapping your ships gives you a bunch of credits to put toward upgrades and newer ships.
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Post by lazarus on Jan 21, 2015 13:21:02 GMT -5
This is very true, but what about situations where you have a low-tech fleet that has yet to see any action? Like the game I've been playing that I mentioned in the 'Lazy Xeno' thread. I'm 4.5 years in and have yet to see any Xeno because of my game setup. I have almost 2 dozen ships that all have low-tech designs and would love a way to upgrade them instead of scrapping my whole fleet and starting over. The ai is in the same situation as you. When you first fight them, you'll be met with mostly rank 1 ships. Their replacements will be stronger, however if you can hit them hard enough, and fast enough, you can defeat them before they amass a truly dangerous fleet. Also, scrapping your ships gives you a bunch of credits to put toward upgrades and newer ships. Even if their 'Level' on the Faction screen is over 10? I had assumed that it corresponded to the level of their ships. Also, credits won't be much of an issue. The reason my ship tech sucks is because of focusing on my economy. I have nearly $50k and I'm gaining $2k/turn. I was thinking more about saving time than credits.
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Post by khamya9 on Jan 21, 2015 22:04:41 GMT -5
Correct. The ai never scraps ships so if you don't kill them, the old ones just stick around.
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Post by lazarus on Jan 22, 2015 11:51:27 GMT -5
khamya9 Interesting. When I finally do go to war, will they have a huge fleet of progressively higher levels (a few Lv1, a few Lv2, Lv3, etc) or do they only build up to a certain number and stop building more till I come destroy some? This still doesn't take away my want for upgradeable ships, but it does take away some of the <i>need</i>.
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