My only problem with SoaSE

The one thing that turned me off to the game (yes I bought it), is the way unit caps are handled.  Charging a percentage of your income based on your unit cap (even if you don't buy units) seems to make normal ships a bad deal.  No matter how "cost effective" small ships are in the short run, your CAP ships seem to cost less in the medium and long run.  This in turn makes researching new ship types fairly pointless...

Maybe I am missing something, but building all CAP ships seems too effective, at least against the computer, and the only way I can win on the hardest setting.

3,865 views 6 replies
Reply #1 Top

It might be better if:

 

A) the percentage of fleet upkeep was, as you said, based on the number of ships you currently have.

 

or  

 

B ) Ships get more expensive the more you have of them.

 

I prefer B because it really helps limit spam and encourages well rounded fleets.  Bye bye LRM spams!!

 

 

Example... one cobalt costs 60 cr 10 m  with one cobalt in operation the second costs 100 cr 17 m   with two cobalts in operation the third costs 150 cr 25 m each ......with four cobalts in operation the fifth costs 300 cr 55 m each ... with 19 cobalts in operation the twentieth costs 800 cr 125 m each (This is a hypothetical example. These numbers are not the ideal balance but just used to demonstrate the example)

 

EDIT: for clarity purposes

Reply #2 Top

I much preferred the beta version where fleet cap was controlled by planetary upgrades with all the other logistics.  It did tend to make games depend heavily on the map composition though, a hybrid of the earlier and final version might have been a good idea.

Reply #3 Top

I like the idea of making ships more expensive the more you have. Each ship increases in price 10% every time you build 5 of them. I dont like the idea going on a ship-for-ship basis though, it would apply the claculations not on how many ships you ahve, but how many groups of 5 and ignore groups less than 5.

Reply #4 Top

No matter how "cost effective" small ships are in the short run, your CAP ships seem to cost less in the medium and long run.  This in turn makes researching new ship types fairly pointless...

Maybe I am missing something, but building all CAP ships seems too effective, at least against the computer, and the only way I can win on the hardest setting.
End of quote

Maybe it works against the mindless computer...but try building a capital ships only fleet in the online multiplayer game (against halfway decent players) and watch what happens...

If you build a fleet of 12 capital ships (600 supply points) I could build a fleet of 100 Illuminators (100 x 6 supply points = 600).  Those 100 Illuminators will then focus fire on the capital ships and take them down one by one.  Watching capital ships explode is one of the more satisfying aspects of this game.

Now, it might make sense to take the 600 supply points and build a Progenitor Mothership (with shield restore) (50 pts) and a Halcyon Carrier (increase rate of weapons fire and hence damage for the fleet) (50 pts) and then build 83 Illuminators (498 pts).  This fleet will pwn 12 capital ships, too.

After you get comfortable with the game, come play it online.  You'll enjoy more intense games (since you face the prospect of actually losing) and you'll get to enjoy chatting with other players and using teamwork and having teammates, etc.  Just click the Ironclad Online buttom and set up an account.

 

 

Reply #5 Top

Quoting Tkins, reply 1


B ) Ships get more expensive the more you have of them.

I prefer B because it really helps limit spam and encourages well rounded fleets.  Bye bye LRM spams!!

End of Tkins's quote

I predict that the same folks who get pwned online by the LRM spammers will continue to get pwned online even if those changes are made by those very same (and now former) LRM spammers.

Reply #6 Top

Do you mean before or after the Deceptive Illusion upgrade?  If you have to go pretty far into the research tree to get to it...  All games like this depend on lots of money and resources up front, maybe things change a lot on a larger map.

Edit:  Also does it beat ANY 12 Cap ships.  For example would it handle all carriers with bomber sqadrons.  If both tactics can rock sissors paper each other, that doesn't really give either side a decisive edge.  Also does it still do as well if both sides are not maxed out (most of my battle occur with fewer ships)?