Upgrading Ships Time and Repair

Never seen a post on this.

I can upgrade my ships with no turn cost right now. Also ships completely heal and regain all their HPs when they are upgraded.

A lot of games won't let you do an upgrade if you've moved the ship on that turn -- for this game because of the upgrade all ships option, I think they should add 1 turn to the upgrade time for a ship if it has been moved in the turn an upgrade has been made. Also completely regaining HPs with an upgrade just seems way too powerful -- maybe add time and cost if a ship is damaged when you upgrade it? -- better yet would be a ship doesn't upgrade till it heals up.

Actually I doubt the AI uses this to its advantage but just seems to make it too easy for me.

How do the rest of you feel about how upgrading works?
3,453 views 2 replies
Reply #1 Top
Yes, I've posted about this in another thread. The current system lends itself to cheesy exploits far too easily at the moment. Basically, i think the upgrade sytem needs reforming. My idea was as follows:

Each turn, the player can work on a number of upgrades limited by his logistics ability (so one fleet's worth, basically). Ships in orbit around planets with shipyards or military starbases take 1 turn to upgrade; ships in a sector with a player planet take 2 turns; ships in a sector with no friendly planet take 3 turns with a +25% upgrade cost penalty; ships in a sector with enemy planets take +1 turn and a +25% upgrade cost penalty. Ships cannot move without cancelling the upgrade and writing off the upgrade cost, but ships can move/fight normally until it is their turn to start being upgraded, at which point they'll be parked, so you can issue a general upgrade order, but still be able to order active ships to return to base (see below). I think it is reasonable that ships are completely repaired after being upgraded. but I guess there's nothing wrong with adding to the upgrade cost... say 10BC per hitpoint repaired. It's a minor issue IMO.

The upgrade cost to be deducted when work starts on a ship, with players no longer able to go past -500BC of debt in order to pay for upgrades (this stops the cheesy tactic of being able to suddenly buy a huge superfleet), with ships entering the upgrade queue in ascending order of upgrade time (so ships that take 1 turn are started first, then ships that will take 2 turns, etc), and then in ascending order of hull size (so Tiny ships first, then Small ships, etc.).

So this system still allows the convenience of issuing a general "upgrade all" order, but without the exploit of suddenly creating an uber-fleet inside another player's border regardless of expense.
Reply #2 Top
Yes, upgrading has a lot of cheese at the moment. E.g. it is cheaper to buy an empty hull and then "upgrade" it with weapons than to buy the full ship directly. And last time I checked, it was ridiculously cheap to change from mass attack to beam attack, for example.
The most important things would be to change the way the upgrade costs are calculated and not to heal ships that are upgraded. I also agree that upgrading goes to fast usually, it could be a good idea to tie it to the logistics level.