| How about letting the user upgrade their stats when a new level is reached on a ship (ala RPGs), but you can only upgrade a stat that is <= 1. For example, a ship with MassDrivers:2 Shields: 1, and Armor:3 reaches level 2. The user gets 2 stat points to spend, but can only use it on the above stats, propulsion, range, or sensors (no 'suddenly the ship has lasers' nonsense). This would add a fun bit of extra customization on well established ships, without giving the ships crazy bonuses across the board like currently happens. |
i've been mulling about upgrades, weapons techs, experience, anomolies etc, and knowing that the game still needs to be balanced, i'm still worried (as i don't know what the upgrade philosophy will be) about an upgrade micromanagement "everytime i produce a ship it's out of date already" kinda problem because in the time it take to produce a ship i have also researched at least one or two new weapons/defence/engine techs, so i was wondering whether looking at, say, Laser Tech, whether Laser can be reseached, but Laser II to Laser VI are techs that are discovered as a result of anomalies/experience ie they are techs that are randomly generated in the game by what happens in the game that enhance your weapons path. you can then trade them, sell then as normal. obviously i'm being a bit clumsy here. What i'm trying to suggest is that experience and anomoly research lead to an increase in weapons/defence experience that is tangibly shown as a new tech.
i'm really enjoying the new strategic tensions in the game, but am concerned about the micromanagement of upgrading - even a little "+" on planetary buildings indicating that they can be upgraded would be nice.