Kuniworth Posted May 25, 2006 Share Posted May 25, 2006 This is one of the editors greatest flaws...on a larger scale upgrading equipment is too cheap. Would be good if the mod-makers could change this. Link to comment Share on other sites More sharing options...
Blashy Posted May 25, 2006 Share Posted May 25, 2006 Can you explain what you are saying? The cost of upgrade is too cheap? How so? Link to comment Share on other sites More sharing options...
ChrisND Posted May 26, 2006 Share Posted May 26, 2006 We were testing out his eastern front scenario and I came up with the idea that by being able to alter the individual upgrade costs for units such as tanks, one could, say fr example, make tank upgrades very expensive at the higher levels and thus encourage a mix of tank types. Link to comment Share on other sites More sharing options...
Blashy Posted May 26, 2006 Share Posted May 26, 2006 But it is already a big expense, at his level can you really manage to have all level 5 tanks? If so, then reduce available mpps, people will have to make choices. Link to comment Share on other sites More sharing options...
John C Posted May 26, 2006 Share Posted May 26, 2006 Speaking of upgrades, this is a bit off-topic, but why do builds assume you want to build the lowest tech level instead of assuming you want to build the highest that you are able to afford? It seems a bit silly to have to indicate for each individual unit purchased that I want my new infantry to be equiped with modern weapons. Link to comment Share on other sites More sharing options...
Kuniworth Posted May 26, 2006 Author Share Posted May 26, 2006 Originally posted by Blashy: Can you explain what you are saying? The cost of upgrade is too cheap? How so? My scenario got 52 turns for each player per year and one get like 500-600 MMP per turn. Plus that each player got like 40-60 corps sized units that means a player can easily upgrade half his tanks in like one week of play time. If I increase the cost for units I will end up with too few on the board as SC2 doesnt have retreat rules. Link to comment Share on other sites More sharing options...
Lars Posted May 26, 2006 Share Posted May 26, 2006 Originally posted by John C: Speaking of upgrades, this is a bit off-topic, but why do builds assume you want to build the lowest tech level instead of assuming you want to build the highest that you are able to afford? It seems a bit silly to have to indicate for each individual unit purchased that I want my new infantry to be equiped with modern weapons. When you click on a buy are you going to remember that you might be able to afford it if you take off a point of Inf Weapons, 2 points of AT, and get rid of Mobilization? Easier to add stuff on. Link to comment Share on other sites More sharing options...
Timskorn Posted May 26, 2006 Share Posted May 26, 2006 Yes, and some units you don't always want all the upgrades. For backwater garrison I won't upgrade at all. Partisan duty I'll only upgrade infantry weapons. Sometimes I really need to start production on units but I don't want to wait to have enough MPP to purchase it with full upgrades. Kuni: Yeah, hopefully the editor will become used enough (or the mods made with it popular enough) for HC to justify additional work on it. It's pretty awesome as it is, but with any editor there are always things we want to do but can't. HC has already made a good # of additions for the 1st patch, so hopefully he'll continue that with subsequent patches. Link to comment Share on other sites More sharing options...
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