[to_xp]Gekko
QCT junkie
how do people feel about the current incarnation of the gold cost to upgrade obsolete units?
while I understand the reasoning behind VEM's design, I don't think it results in better gameplay. making unit upgrades very unefficent just means players keep lots of obsolete units around imo. you're already somewhat punished for upgrading due to higher maintenance costs.
I think Thal wrote "it feels weird to just build units in the early game and then upgrade them throughout the whole game" but isn't that just fair? opportunity costs are higher in the early game and someone who spent their hammers on infrastructure will balloon a lot more than someone who built units. why punish the player for investing in military early on?
another issue with this is that with the tradition policy that gives free garrison maintenance, I'll stick the upgraded, high maintenance units in the cities and keep the obsolete units in the field, which is obviously backwards in respect of the desired effect ( use older units as cheap garrisons )
while my preferred solution would be to have the upgrade cost be entirely based on the hammer cost difference ( multiplied by the goldrush factor ) , I think a middleground can be found. a couple options:
a) NIGHTS method: the more units ( of the same type ) you upgrade, the more expensive it becomes. this way you still discourage mass upgrading and encourage "traditional training practices" ( i.e. via hammers ) , without punishing the player too much for just upgrading a "reasonable" military. ideally you could put the upgrade cost between vanilla ( 1st upgraded unit ) and make it smoothly increase to VEM cost.
b) make it based on unit XP, with high XP units costing less to upgrade ( which seems to be the intended design ) . this is good in that it helps warmongers more, and these are exactly the people who will build more units and get bit in the arse more by the VEM method.
actually I guess you could also have a combination of these two methods
while I understand the reasoning behind VEM's design, I don't think it results in better gameplay. making unit upgrades very unefficent just means players keep lots of obsolete units around imo. you're already somewhat punished for upgrading due to higher maintenance costs.
I think Thal wrote "it feels weird to just build units in the early game and then upgrade them throughout the whole game" but isn't that just fair? opportunity costs are higher in the early game and someone who spent their hammers on infrastructure will balloon a lot more than someone who built units. why punish the player for investing in military early on?
another issue with this is that with the tradition policy that gives free garrison maintenance, I'll stick the upgraded, high maintenance units in the cities and keep the obsolete units in the field, which is obviously backwards in respect of the desired effect ( use older units as cheap garrisons )
while my preferred solution would be to have the upgrade cost be entirely based on the hammer cost difference ( multiplied by the goldrush factor ) , I think a middleground can be found. a couple options:
a) NIGHTS method: the more units ( of the same type ) you upgrade, the more expensive it becomes. this way you still discourage mass upgrading and encourage "traditional training practices" ( i.e. via hammers ) , without punishing the player too much for just upgrading a "reasonable" military. ideally you could put the upgrade cost between vanilla ( 1st upgraded unit ) and make it smoothly increase to VEM cost.
b) make it based on unit XP, with high XP units costing less to upgrade ( which seems to be the intended design ) . this is good in that it helps warmongers more, and these are exactly the people who will build more units and get bit in the arse more by the VEM method.
actually I guess you could also have a combination of these two methods