@vodot:
@Argothair:
Another question I have is why some of your abilities are priced in terms of $5 up front plus $1 or $2 per unit you want to upgrade, whereas other abilities are priced as a large up-front cost of $10 plus $1 more for each unit you have. Right, like sometimes you give the user the choice of whether to upgrade, and sometimes you’re charging a variable fee upfront that essentially forces all units to be upgraded. The latter ability seems vulnerable to abuse, because I can research, e.g., Super Subs first, and then build as many subs as I like for no extra cost. The former ability seems a bit finicky, like I have to make all these little decisions about whether to pay $1 to upgrade each individual unit. I’d prefer a flat fee like $15 or $20 that doesn’t have anything to do with the number of units. Another option is to say you can have up to 3 upgraded units of each type (up to 2? up to 5?), at no extra charge, and after that the rest are normal. E.g. for $5 I can build 3 heavy tanks; the rest of my tanks are normal.
These are valuable thoughts. I had originally conceived this as 100% flat fees; the ‘per-unit’ surcharges evolved as a balancer, and then evolved again in balance of the choice vs. auto upgrade issue- and now here we are with the “build NO subs until they’re super subs” exploit.
Raising the ‘flat fee’ component of all of the auto-global-upgrade techs might fix this… or the whole ‘per-unit’ kicker cost idea might be a bridge too far in terms of bang-for-finnickyness.
Revisiting this kicker or ‘instant/mandatory field upgrade’ idea, I have two responses: I think they’re actually fine as-is… but I have an idea to nerf them further if necessary.
First, after some reflection, I think the “+$X/unit” mandatory field upgrade kickers are fine as-is. If a player tries to maximally exploit this by deferring a big mass-purchase (of, say, Super Subs) until the round he develops the Tech, he’s still not placing those units until the end of his turn- and on top of that he’s placing less of the massed units simply through the loss of the IPCs invested in the Tech itself. What would be unfair/un-gamey would be instantly upgrading a big chunk of subs (for free) that are already afield (afloat? asubmerged? :)). I think that’s what we would want to avoid, or at least require the outlay of at least some cash to do that, which is what this rule hopefully creates.
To really kill it dead, if you’re not convinced, how about this variant: Early Prototypes:
Purchased Units of a type that was newly upgraded via tech this turn are considered ‘Prototypes.’ To purchase prototype units, you must pay their cost plus any associated ‘field upgrade costs’ as if the units had been present on the board at the start of the turn when the tech was developed. Purchases of this unit on subsequent turns do not incur these costs.
So if you develop Super Subs with the intention of suddenly deploying a bunch of them immediately without having to pay the kicker, you’re going to eat extra IPCs per sub, due to the nascent nature of the technology.
For the reasons in the first paragraph above, I think this is unnecessary and perhaps even un-fun… but it should thoroughly kill any chance of this rule being exploited.