LexUnscripted LexUnscripted

Supply costs should not be a percentage.

Supply costs should not be a percentage.

Please change this!

Obviously there needs to a cost to maintain your fleet, but I think it should be a set amount per upgrade you research, rather than a percentage.

I mean, yes, it makes sense earlier on when you have a small fleet & limited income, but if you, like me, like to drag your games out for as long as you can over large maps, I'm currently in my 23 hour of my current game on a map with nearly 2000 planets, it starts to get a bit silly.

Alright, you probably don't play like I do, but still, when you hit you current limit for ships & stay at that amount whilst colonising more planets, why should the cost to maintain your fleet also rise? 

You're fleet isn't growing, the cost shouldn't.

In my current game I'm paying 200 cr/s to maintain my fleet, when earlier, with exactly the same ships it was costing only 75 cr/s, or something similar.

Something ain't right here.

 

Methinks when you research an upgrade for your fleet capacity instead of the cost rising from say 50% to 60% it should be more like 45 cr/s to 55 cr/s, or whatever seems more reasonable.

It makes no sense that the maximum ships you can have should be capped but the maximum costs aren't.

 

It would also stop people from spamming capacity upgrades, as doing so could quite easily bankrupt you if you don't have the infrastructure to support your fleet.

Planets would also become a lot more valuable too, as your enemy could take just enough planets to drop you into negative income & starve you to death.

50,273 views 28 replies
Reply #26 Top

Why the hell would they want you to take care of your fleets in this game?  Considering the epic scale of this game, and the cheap, spammable ships, I would say the game is designed for a player to send wave after wave of ships at his enemies.

Reply #27 Top

Because losing a 1000-2000 point fleet should be something crippling and you shoud care. Sure the game has an epic scale. But doesnt mean you can go like any other RTS and just send units to die as fast as you can build them (this is not SC for example). I say the game is designed to counter that mentality. *shrugs* To each their own...its just been estabolish that this is what and how the Devs wanted the game. Your free to dream up any suggestions or ideas to change it but just know it will never happen outside a future mod (if IC allows modder to change it).

Reply #28 Top

To a degree yes, but the fleet research forces you to either take care of your ships, or build a huge economy to support replacing them. Either way it makes replacing huge losses difficult, rewarding the player who managed to engineer their destruction. The way fleet capacity functions in the game is fine just the way it is, and the things suggested here would completely change the way the game is played. Flat rate per upgrade is poor idea because, as the OP stated, planets become too valuable. A player could simply wipeout enough of your economy to put you in a hole you could never recover from, because destroying things tends to take much less time than building them. All i have to do is put you in the negative and then wait long enough for your resource reserves to deplete. Then you're dead. With a percentage, negative income is highly uncommon. If it were a flat rate per ship, then again, as stated before, a players economy grows stronger as he loses ships, making them easier to replace. The game would get nowhere, and would probably turn into a total spamfest of the best ship for your buck, either lrfs or HCs. Eitherway as also stated above, fleet capacity mechanics are not going to change. Perhaps a modder could figure out how to make that kind of game for you. But I'm 100% certain the gameplay wont be anywhere near as fun as it is currently.