Re: Ship respawn optional
Posted: Tue Jul 08, 2014 2:02 am
I completely disagree with this. Now that the miner respawn time has been increased (or at least I've been under the illusion that it has been) I have always looked upon every miner death with a frustrated groan -- or at least, during the early game. People seem to have been mixing complaints about 'It's too hard to get the Tiered Upgrades, they cost too much' and 'It's too hard to disrupt economy the miners just come back.'DinoChicken wrote:1) indeed, but it just doesnt 'feel' like it hurts the enemy, and for the matter, the enemy can just buy a new miner, since they are nice and cheap (thats a good thing, im not against cheap miners) and so there is no lossed mining time
I'm personally just waiting for people to make the connection.
No. This is very much a good thing -- it creates a secondary punishment to losing ships that can be felt even if you have an excess of resources -- the inability to manipulate a hanger slot. Though to be honest, why would you want to recycle a destroyer? Most other things have much smaller respawn timers as well, so...DinoChicken wrote:Also in a recent change, the timer to reconstruct ships has INCREASED....what?..... not very good, you have miners out for 300 seconds and destroyers out for a wopping 600 seconds. which clutters your hanger with reconstructing ships.
So long as we're taking this route, we may as well look at the extreme, as this is what it eludes to.DinoChicken wrote:I think that there are alternative methods to not completely losing out early game like having 1 free miner on first miner loss or cheaper ships (miners are at a good price now, in the normal mode everyone has people go miners because its SO affordable, it would be nice to reduce the wraith to something like 15/15/20, but thats normal mode...so forget i said that for the moment) Later in the game there are more resources readily available and the map and upgrades more developed.
Why not just make wraiths and miners 100% free?
This truly takes away all punishment for the loss of a ship early on -- especially with the salvaging aspect. What's the point? Why bother worrying about your ships dying or not? If they're worth jack all, who cares about dying or not so long as your'e still pumping resources through?
The closer you get to a price of 0, the closer you get to this concept. You need to retain a significant form of punishment for death while still creating a situation where small ships become somewhat available for usage. Simply saying 'high prices' means incredible punishment for death, and low ship availability. Simply saying 'low prices' means tiny punishment for death, and high ship availability. It doesn't solve the issue -- it simply teeter totters on it.
Perhaps in some games, this sort of 'free' concept might work for the most basic ships. But I don't think it fits for cruiser command -- I don't have any particular explanation for it, I just don't. A free ship should be something that is an absolute inferior aspect, available in the worst case scenario or during the earliest stages of the games. Neither the wraith or miner fit that concept to me.