Post by Aimstrong on Mar 13, 2020 6:22:13 GMT -5
Please find below some feedback from a player perspective that doesn't have all the detailed info on how things work(so sorry for the big wall of text below)
I don't have a problem with how ships are priced in the game at the moment(even with the recent price increase in update #204 steamcommunity.com/games/335620/announcements/detail/1706241048242611893 ).
Many thanks @tb for considering already some of the ideas below(as seen in the update)!
In general I think it's OK for all types of players in my opinion(I didn't find any good solutions without drastically increasing the complexity/impacting game balance)
Top 3 Nitpicker-style wishlist(can't say if they are worth implementing)
1)The first thing that came into my mind is the number of turns it takes to upgrade a component. I would gladly pay more(TB to decide how much more) for a faster install time(15% from AM up to max to be decided by TB). If the player has a great credits/turn gain investing more money could be a net benefit(mostly for first ship upgrades).
Replacing a large slot with a Cargo Holds 4 upgrade at AM starport(max rating 10) takes 12weeks, 4days which is a lot imo (upgrading to max lvl definitely worth it)
2)Another issue is net component impact on aspects of the game vs pricing (or is the upgrade worth it)
E.g: Capital bridge → Capital bridge 4 is definitely not worth the 500k credits(or the time spent upgrading) imo; we do it mostly for pimping up the ship (mid-endgame money sink)
3)Optimal components make old components less desirable(can't say for certain if "obsolete")
E.g: defense matrix vs pilot assist
Tanking style would fit 10k mass ships perfectly in my opinion if the engine to mass/number of components per ships correlation is to be kept as is now in-game(cool concept but I can't say for certain if it's worth doing it tbh)
I don't have a problem with how ships are priced in the game at the moment(even with the recent price increase in update #204 steamcommunity.com/games/335620/announcements/detail/1706241048242611893 ).
Many thanks @tb for considering already some of the ideas below(as seen in the update)!
In general I think it's OK for all types of players in my opinion(I didn't find any good solutions without drastically increasing the complexity/impacting game balance)
Top 3 Nitpicker-style wishlist(can't say if they are worth implementing)
1)The first thing that came into my mind is the number of turns it takes to upgrade a component. I would gladly pay more(TB to decide how much more) for a faster install time(15% from AM up to max to be decided by TB). If the player has a great credits/turn gain investing more money could be a net benefit(mostly for first ship upgrades).
For the record I don't know if upgrade time is in some way quantified in the total price of a ship(I'm assuming it's not).
This makes ships with default higher lvl components desirable(if they are the right type&mass&engine and fit the role the player wants)
E.g: startraders.gamepedia.com/Arcanum_Freighter is a nice freighter ship, max cargo hold out off all the ships with 3xCargoHold 4 in default buildReplacing a large slot with a Cargo Holds 4 upgrade at AM starport(max rating 10) takes 12weeks, 4days which is a lot imo (upgrading to max lvl definitely worth it)
2)Another issue is net component impact on aspects of the game vs pricing (or is the upgrade worth it)
E.g: Capital bridge → Capital bridge 4 is definitely not worth the 500k credits(or the time spent upgrading) imo; we do it mostly for pimping up the ship (mid-endgame money sink)
3)Optimal components make old components less desirable(can't say for certain if "obsolete")
E.g: defense matrix vs pilot assist
Tanking style would fit 10k mass ships perfectly in my opinion if the engine to mass/number of components per ships correlation is to be kept as is now in-game(cool concept but I can't say for certain if it's worth doing it tbh)
Overall suggestions about role defining unique components(1 install max possible per ship – we already got the defense matrix which is great for dodge builds
and I was thinking of ways to help a more tanking style of space combat with minimal dodge but another ways to mitigate damage without turning the ship into
a “your entire 20RP worth of xeno damage this turn all hit but did 0 damage to my ship kind of situation”)
-Energy/radiation absorbent hull: X% radiation damage is negated and it's stored in ship engine(either boosts RP on next turn or Y % more damage on first next turn attack)-anything that could help in some way the crew of a ship(with minimal dodge build) survive 20 turns of punishing rad/void damage from jeeyta and not losing half of your crew and all your components.
Cheers and thank you for reading this wall of text.