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IDProjectCategoryLast Update
0015365AI War 1 / ClassicSuggestion - Game MechanicsJun 16, 2014 12:07 pm
Reportergullgotha Assigned Tokeith.lamothe  
Status consideringResolutionopen 
Product Version7.033 
Summary0015365: Re-think of command stations
DescriptionHad and idea for a re work of command stations, like most things ill go into detail and lay it all out as i see it but i will include a TL;DR section at the end

This links in closely with my 0015364: Mark I-IV restructure suggestion. I never understood that if i upgraded my logistics/economic/military command station that they all wouldn't be upgraded to the latest tech, and why would i have to destroy the old station to upgrade it or change it.

Introducing modular command stations

Every Command station now has a basic design that can be upgraded with a specific module be it military, logistical or economic. As you research higher tiers of command station it unlocks new slots for modules to be added. This allows for creating a higher grade military station or hybrid stations when needed.

For example, i research my command stations to mark 3 and also research logistics and military command modules, i now have three modular slots available on my command stations, i can place military modules in all three slots and the station becomes like the current tier 3 military command station, planetary tachyon, paralysis shots, etc. I could also just place 2 military modules and 1 logistic module into my command station, allowing it to become a hybrid, (basically a tier 2 logistics and a tier 1 military command station in one) This allows for much more tactical usage of stations, it also replaces the need to destroy stations to upgrade them

Radar jamming always takes up three modules but that should be reflected in the research cost, it should be drastically reduced since you would have to unlock tier 3 stations to get a radar jamming station going

Suggested Research Values

Command Station Mk2 - Now has two modular slots available - 3,000Kn
Command Station Mk3 - Now has two modular slots available - 4,000Kn

Command Station Logistics module - 3,000Kn
Command Station Military module - 3,000Kn
Command Station Economic module - 3,000Kn
Command Station Warp Jammer Module - 250Kn


TL;DR
Change the way stations work, instead of having a specific station, have a basic station with a slot for a military/logistic/economic module. Researching higher tiers of command stations unlocks more slots allowing for more modules

E.G
I research command station Mk.2, i also research military command module and economic command module. This gives me a basic command station with two slots on it. I can place two military modules on it and make it basically the same as the current Mk.2 military command station, but i could also put one military module and one logistic module on my command station making it a hybrid station, equivalent to a Mk.1 military and a tier on logistics command station in one.

radar jammer modules take up three slots, so you would have to upgrade your command stations to mk.3 to get a radar jammer station, this would be reflected in the research cost of radar jammer tech
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malkiel

Jun 3, 2014 2:34 pm

reporter   ~0038424

interesting concept, which I do like.

the execution is the problem here, 16250 total unlock cost allowing full flexibility of stations vs. 32000 current.
total unlock of 1 line costs 10K in your system, currently 9k
total unlock of 2 lines costs 13K in your system, 18K in current.
I'm going to hazard a guess that radar damp is something you use about as often as I do (next to never) should be 3k minimum not 250.

cost balancing issues aside, I really like this idea.
A LOT.

especially because as you unlock station features, instead of building a sub station they could just automatically add those to the home station.

the big concerns I would have include the fact that nothing is free (I play without a whipping boy, I imagine there are people out there that play without researching into command stations) and those who dont research into this would basically be getting a huge nerf hit with the suggestion as written. while modules do tend to increase cpu load, on a 1 per human system thing like stations it would be forgivable.

this also runs the risk of violating caps. if I could have 20 mk3 military stations out there I would.

despite my numerous issues seen, I am anxious for the day I can do econ 2/ military 1 for my econ worlds and logi 2/ military 1 for my raid engine farms, and logi 1/ military 2 for my front lines. I trust those at arcen on in forums to come up with a more cost balanced offering.

giftgruen

Jun 3, 2014 4:58 pm

reporter   ~0038429

Inclined in favor, but that would make logistical command station modules overpowered if you can have 100% additional speed boost with just one of three modules, and get no real other bonus for your ships with the next two (just a slight-to-medium nerf to enemy ships - depending on ship type - and more scrap recycling per ship death.

gullgotha

Jun 3, 2014 8:43 pm

reporter   ~0038432

Hey malk, hey gift, thanks for the feedback, your both right, this would defiantly need a way to figure out proper balance in research costs, i will put some thought into it after i get back from work today and figure our something number wise

i just really liked the idea of modular stations.. something that you don't have to destroy anymore to upgrade

gudamor

Jun 3, 2014 11:14 pm

reporter   ~0038433

I like this idea a lot!

But how about going... further? - Demolish the idea of Econ/Military/Logistics whatsoever, making each piece a module.

Mil becomes four modules: one for its extra health, one for its combat bonus, one for tachyon, and one for its translocation gun.

By busting apart the other two we get modules of: teleport blocking, enemy slowing, ally speeding, salvage boosting, energy boosting, and resource boosting.

Your command center then becomes some combination of the above modules, depending on: 1) How many slots available 2) Which modules you have unlocked 3) Cap availability of those modules.

It would definitely take some effort to balance the Knowledge costs of the modules and creating their different Marks; and probably a division into "heavy" and "light" hardpoints to keep you from putting all the best into one station.

TechSY730

Jun 4, 2014 12:38 am

reporter   ~0038434

Although modular command stations would be awesome, and has been suggested many times in the past, I think it was rejected by the devs due to a desire to keep a somewhat complex mechanic out of the central part of the game...or something.

Might be worth bringing up on the forums to get feedback about why this idea was rejected, because I can't remember exactly.

gullgotha

Jun 5, 2014 3:26 am

reporter   ~0038441

As per TechSY730's suggestion i have moved this idea to the forums for a wider discussion

http://www.arcengames.com/forums/index.php/topic,15771.0.html

now to start doing the maths on my other suggestions =P

nas1m

Jun 5, 2014 4:00 am

reporter   ~0038442

I like the idea! +1

Issue History

Date Modified Username Field Change
Jun 3, 2014 2:29 am gullgotha New Issue
Jun 3, 2014 2:34 pm malkiel Note Added: 0038424
Jun 3, 2014 4:58 pm giftgruen Note Added: 0038429
Jun 3, 2014 8:43 pm gullgotha Note Added: 0038432
Jun 3, 2014 11:14 pm gudamor Note Added: 0038433
Jun 4, 2014 12:38 am TechSY730 Note Added: 0038434
Jun 5, 2014 3:26 am gullgotha Note Added: 0038441
Jun 5, 2014 4:00 am nas1m Note Added: 0038442
Jun 16, 2014 12:07 pm keith.lamothe Assigned To => keith.lamothe
Jun 16, 2014 12:07 pm keith.lamothe Status new => considering