Battleships should be considered as mega building

TntAttack
Posts: 335
Joined: Mon Feb 22, 2021 5:49 am

Re: Battleships should be considered as mega building

Post by TntAttack »

Stratego (dev) wrote: Thu Jun 16, 2022 4:11 pm the "money" and the "resource" is a little different to me.

resource always need to be "collected" farmed - that makes a little more logistical feature.
but he plain "money" can be afixed amount in each game (or eg. paid each turn?) so player dont need to "farm" them.

so the money thing is a little less problematic to make.

but yes currently we dont have any, but i am getting closer to maybe make sometime)
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but thinking the money couriers you simply made it more turns to make, as you need to train the "skeleton" BS and 2-3 extra courier wagons to make it work.

this is almost totally equivalent to simply increasing the BS costs.

or am i missing something?
Yes. Cash should be much more easier to implement, and help make unit balances more fair.

Ideally we can set it so that for every town owned, players get 1000 dollars or something. Investing in tech, producing units requires money and so does building concrete defenses (so we can make it cheaper now)

Things to consider adding:
-Spies can perform economic sabotages that steals enemy cash.
-Infantry should be cheap, but not dirt cheap. Maybe 500-1000 cash.
-Tanks should be around 3000-7000, maybe 10000 for the really expensive ones. The older models (the ones no one uses because there is another better tank variant) should be cheaper.
-Planes and bombers I am not too sure. Maybe 6000-12 000 cash
-Battleships and ACs about 20,000 and 17-000 respectively.
-Players can set their starting money e.g. 5000, 10000, 15,000

On the other hand, the difference with money couriers is that this "rebalancing" scheme is only for battleships (and can include ACs, mega buildings whatever if you like) but it really doesnt solve the core root of the problem, that is that the economic resource "turns" isn't capable of distinguishing the disparity between production complexity between different types of units.

With money couriers, the economic resource is still based off turns, its pretty much patching a problem with a band aid and as you mentioned it's not much different.
Laxus
Posts: 26
Joined: Thu Mar 17, 2022 3:20 am

Re: Battleships should be considered as mega building

Post by Laxus »

Yes the number of turns has increased but more importantly, if those couriers require a special building(not TC) the number of shipyards will decrease. So now let's say you have 10 factory capacity so you will have to choose between making 10 docks, 8 docks + 2 building etc.

This results in a relationship where you have to plan your factories according to your strategy in the game. If say 1 industry can make sufficient couriers for 2 BS in the time it takes to train a BS, you will require 1/3 of your factories to be those industries. Thus the effective cost of battleships goes up by 50% for each BS while keeping the number of turns required the same. This tackles the issue where if we increase the turns by too much, the game will proceed to late game stage by the time you get your BS out while also limiting number of BS. This can then encourage players to make say only 1-2 of those special factories and produce cruisers, destroyes and subs in remaining docks


BTW getting a fixed amount of money per turn is a very good idea. If possible that would be the best fix for this problem
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