davidlallen
Deity
I'd like some advice on how to handle the infantry upgrade tree. Today I have a wrench-armed survivor, a rifle-armed guardian, and a machine gunner. In version 0.6 I will move the SAM guy so he can be built directly, instead of coming from the depot spawn point. Also I have added the AT guy from vanilla. So that makes 5 different foot units.
Upgrades seem to be really expensive, or at least way more than I am willing to pay. The game engine computes the upgrade cost somehow. Today the survivor can upgrade to guardian, but it costs 155 gold each. In the mid or late game I can build a guardian in 4-5 turns and I only have maybe 700-900 gold in my treasury, so I would never spend 155 on an upgrade.
I can override the price easily (for example, upgrading worker to highway worker is free by design) but I don't understand the base computation.
Refar commented that it should not be possible to upgrade everybody to everybody, or else all the end game units will be the same ones.
Any suggestions on adding more, useful infantry, or how to handle the upgrade tree and pricing?
Upgrades seem to be really expensive, or at least way more than I am willing to pay. The game engine computes the upgrade cost somehow. Today the survivor can upgrade to guardian, but it costs 155 gold each. In the mid or late game I can build a guardian in 4-5 turns and I only have maybe 700-900 gold in my treasury, so I would never spend 155 on an upgrade.
I can override the price easily (for example, upgrading worker to highway worker is free by design) but I don't understand the base computation.
Refar commented that it should not be possible to upgrade everybody to everybody, or else all the end game units will be the same ones.
Any suggestions on adding more, useful infantry, or how to handle the upgrade tree and pricing?