Re: Engine Boost
Posted: Fri Apr 05, 2013 1:50 am
I'm going to rather blunt here.
There are SEVERAL upgrades which could be considered 'make or break' in the game of Cruiser Command:
Broadsides
Fusion Core
Hardened Shielding (at least lvl1)
Burst Upgrade (at least tripple)
Weapon Tier Research (laser up OR kinetic, I prefer having both max'd though)
Engine Boost
Economy (mining laser OR chomper w/upgrades - again, I prefer both)
My point is this:
Yes, the engine boost gives a severe advantage in terms of mobility when one team has it and the other doesn't. However, if we are to look at any engagement in terms of BALANCE (which I believe this is meant to address) we must assume that each team is on equal footing. At the very least we assume an equal mineral count, and then begin variation through upgrade path.
In other words, if Team 1 has ALL upgrades, Team 2 is assumed to have them as well. If Team2 is missing Engine Boost, we must assume that Team 1 is missing something of roughly that value- - Broadsides and that last chomper in the powerdock for instance.
I'll put it another way:
I've had games where I was literally toying with the opponent. I usually wind up taking the helm, teaching, commanding...that sort of thing. When I have a great team, I get to do that evil thing I do in a wraith. Translation: the opponent has 0 econ. Effect: We mined every damn rock that ever was, and even had a few extra fields spawn as we played our cat-n-mouse style torture. Evil? Absolutely. Fun? Bet your ass...
Anyway, I always end up deciding to end the game when I literally cant spend minerals on ANYTHING else. But wouldn't you know...I always wind up poor and mineral-less before I've bought all that could be desired. No more rocks to mine...I suppose we could mass replicate some more...nah, just end it!
How many games are you going to deny 90% or more of the available minerals to your opponent? It's pretty rare, even with highly stacked teams.
Bottom line:
Engine boost is only one of several upgrades that you'll be wishing you had if the enemy has them and you dont; and minerals are already in short enough supply to begin throwing them into the engine compartment.
Solution:
An overhaul of the ability could be in order. Make it a toggle ability perhaps, which in effect makes a link between navigation and power. Activating the ability immediately adds Xgw (100?500? 1000?!) to Engine Power, draining it from Main Capacitor. Engine Power reverts to its previous value when the ability deactivates....I don't like it though because it once more adds importance to the nav. console while diminishing the importance of running to power.
Increase cost of boost? Perhaps, but then it may become more efficient to pump power to engines and run the old-fashioned way.
Truth be told, I don't have a perfect answer. Honestly, I didn't see much of a problem - - like I said, try fighting with boost and no broadsides...
There are SEVERAL upgrades which could be considered 'make or break' in the game of Cruiser Command:
Broadsides
Fusion Core
Hardened Shielding (at least lvl1)
Burst Upgrade (at least tripple)
Weapon Tier Research (laser up OR kinetic, I prefer having both max'd though)
Engine Boost
Economy (mining laser OR chomper w/upgrades - again, I prefer both)
My point is this:
Yes, the engine boost gives a severe advantage in terms of mobility when one team has it and the other doesn't. However, if we are to look at any engagement in terms of BALANCE (which I believe this is meant to address) we must assume that each team is on equal footing. At the very least we assume an equal mineral count, and then begin variation through upgrade path.
In other words, if Team 1 has ALL upgrades, Team 2 is assumed to have them as well. If Team2 is missing Engine Boost, we must assume that Team 1 is missing something of roughly that value- - Broadsides and that last chomper in the powerdock for instance.
I'll put it another way:
I've had games where I was literally toying with the opponent. I usually wind up taking the helm, teaching, commanding...that sort of thing. When I have a great team, I get to do that evil thing I do in a wraith. Translation: the opponent has 0 econ. Effect: We mined every damn rock that ever was, and even had a few extra fields spawn as we played our cat-n-mouse style torture. Evil? Absolutely. Fun? Bet your ass...
Anyway, I always end up deciding to end the game when I literally cant spend minerals on ANYTHING else. But wouldn't you know...I always wind up poor and mineral-less before I've bought all that could be desired. No more rocks to mine...I suppose we could mass replicate some more...nah, just end it!
How many games are you going to deny 90% or more of the available minerals to your opponent? It's pretty rare, even with highly stacked teams.
Bottom line:
Engine boost is only one of several upgrades that you'll be wishing you had if the enemy has them and you dont; and minerals are already in short enough supply to begin throwing them into the engine compartment.
Solution:
An overhaul of the ability could be in order. Make it a toggle ability perhaps, which in effect makes a link between navigation and power. Activating the ability immediately adds Xgw (100?500? 1000?!) to Engine Power, draining it from Main Capacitor. Engine Power reverts to its previous value when the ability deactivates....I don't like it though because it once more adds importance to the nav. console while diminishing the importance of running to power.
Increase cost of boost? Perhaps, but then it may become more efficient to pump power to engines and run the old-fashioned way.
Truth be told, I don't have a perfect answer. Honestly, I didn't see much of a problem - - like I said, try fighting with boost and no broadsides...