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Upgrade costs and time too cheap for play balance

Posted on Sunday, April 10, 2016

I think the upgrade costs for ships is a bit out of balance in being too cheap.

So for instance I can keep upgrading my constructors at 60 credits a pop in space and effectively build countless starbases

Two easy fixes for this. Increase the upgrade cost for constructor module a touch.

I can buy a merc ship with 5 modules for over a 1000 credits but upgrade a used 1 module constructor back up to a 3 module constructor for 60 credits. That shows a imbalance in costs.

So using the merc ship as a guide it should cost 100 -200 credit per replacement constructor module when upgrading spent constructor ships.

If I can mod this by shifting values in an xml file could someone point me to the right xml file to change?

An idea I like to help play balance this could be: Have limit number of times you can upgrade a ship before it wears out for instance, that would reduce this problem.  Or if change fundamental design say a colony ship into a constructor there is an extra cost to that shift in design.

Also I can upgrade in the middle of nowhere for only two turns and at a starbase far form my home bases one turn.
I think upgrade times and costs should be relative to the closest shipyard distance. Being able to upgrade a ship so fast and cheap far  away from any ship yard seem unbalanced.

Likewise if I can mod this myself can anyone point me to the appropriate xml file to shift?


Great game! Just a suggestion in play balancing a touch for both realism and also to close some too cheap and easy exploits.