Upgrade revamp
Posted: Thu Jun 05, 2014 8:48 pm
So, I've been starting to implement tiered upgrades in the beta now as a response to scrypso's upgrade thread. I got some mixed feedback on it and we spent hours in the Skype chat discussing ways to improve it. What we came up with is a huge change in how it currently works and I'm interested to see how it impacts Cruiser Command. I'm also interested in hearing what you guys have to say, so do tell. This is how it works:
Each upgrade that currently exists is placed in a specific tier from 0 to 4. The more late game the upgrade is, the higher the tier is. Tier 0 upgrades can be researched directly without any requirements, just like they are now. For example, you might be able to research two levels of small ship speed on tier 0. Let's say Miner scan and mining laser level 1-2 are tier 1.
In addition to these general upgrades, there are specific tier upgrades. These are similar to the ones currently implemented in the beta. There are three branches: Offensive, Balanced and Economy. Each branch has a tier upgrade that grants some nice bonuses (Economy branch upgrades gives some mining boosts and similar) and each branch also unlocks ALL general tier upgrades. In other words, if I want to upgrade miner scan (tier 1), I have to reach tier 1 with ANY branch. Researching the tier 1 specific upgrade (ANY branch. Offensive, balanced or economy) will unlock ALL general tier 1 upgrades. Same for tier 2 and so on.
Here's a nice picture that I made to show you how it works:

The upgrades written in between the tiers are general upgrades. Again, these are NOT locked to a specific branch. As long as you've reached a tier with one of the branches, you can get all general upgrades up to that tier.
Why would we want to do something like this?
I'm glad you(I) asked! There are many reasons:
* It creates different openings. The difference between an economy opening and an offensive opening is very clear and obvious.
* It creates interesting choices. You want to go down the tiers to reach the late game upgrades, but going deep in one branch will leave you vulnerable to a player who techs in several branches at once.
* It creates a natural way to talk and measure research. Comparing research after a finished game is a much more interesting discussion. Instead of: "Well... we had engine boost and... maybe 5 levels in fusion core?" you get discussions like: "Well, we went for a deep balance build so when we reached tier 4 in the balance branch we attacked. We knew you were going for a wider build since we noticed you researched tier 1 in both economy and offensive so you would have a harder time against us if we attacked while we had the tech advantage."
Each upgrade that currently exists is placed in a specific tier from 0 to 4. The more late game the upgrade is, the higher the tier is. Tier 0 upgrades can be researched directly without any requirements, just like they are now. For example, you might be able to research two levels of small ship speed on tier 0. Let's say Miner scan and mining laser level 1-2 are tier 1.
In addition to these general upgrades, there are specific tier upgrades. These are similar to the ones currently implemented in the beta. There are three branches: Offensive, Balanced and Economy. Each branch has a tier upgrade that grants some nice bonuses (Economy branch upgrades gives some mining boosts and similar) and each branch also unlocks ALL general tier upgrades. In other words, if I want to upgrade miner scan (tier 1), I have to reach tier 1 with ANY branch. Researching the tier 1 specific upgrade (ANY branch. Offensive, balanced or economy) will unlock ALL general tier 1 upgrades. Same for tier 2 and so on.
Here's a nice picture that I made to show you how it works:

The upgrades written in between the tiers are general upgrades. Again, these are NOT locked to a specific branch. As long as you've reached a tier with one of the branches, you can get all general upgrades up to that tier.
Why would we want to do something like this?
I'm glad you(I) asked! There are many reasons:
* It creates different openings. The difference between an economy opening and an offensive opening is very clear and obvious.
* It creates interesting choices. You want to go down the tiers to reach the late game upgrades, but going deep in one branch will leave you vulnerable to a player who techs in several branches at once.
* It creates a natural way to talk and measure research. Comparing research after a finished game is a much more interesting discussion. Instead of: "Well... we had engine boost and... maybe 5 levels in fusion core?" you get discussions like: "Well, we went for a deep balance build so when we reached tier 4 in the balance branch we attacked. We knew you were going for a wider build since we noticed you researched tier 1 in both economy and offensive so you would have a harder time against us if we attacked while we had the tech advantage."