Unit upgrade system discussion
Posted: Wed Apr 17, 2019 6:07 pm
We are approaching to a point where we need to decide how we make unit upgrading
options to vote from please
two questions:
Q1: produced units change or not on unit upgrading (eg: M36 Jackson early -> M36 Jackson late version):
a) unit upgrades updates existing (produced) units
b) unit upgrades DOES NOT updates existing (produced) units, you can build the new one only.
Q2: upgrading techs are (eg: M36 Jackson early -> M36 Jackson late version):
a) all unit types have their individual upgrade techs
- DISADV: we will have very very many techs,
- DISADV: tech will not be stealable,
- ADV: clear logic for player
b) all upgrading will happen in a common upgrade tech by category like ADVANCED LIGHT TANKS TECH, resulting upgrading all light tanks to their next level.
- DISADV: only one upgrade can be for all units (unless we make a next level of this tech)
- ADV: tech is stealable
- ADV: fewer techs to invent
- DISADV: not so clear logic for player
(we can also have other similar techs like ADVANCED_MEDIUM_TANKS, ADVANCED_HEAVY_TANKS and so on - working similarly)
c) all upgrading will happen in a common upgrade tech by property like UPGRADED TURRETS, resulting upgrading tanks that have upgrade that inproves only turrets (eg. two light tanks, and one medium tank, and some other).
- DISADV: not easy to clearly set up which unit fits the condition (i think mostly more things are update in a version change eg. armors. engine, turret and so on)
- ADV: tech is stealable
- ADV: fewer techs to invent
- DISADV: very not clear logic for player
(naturally we would have a UPGRADED_ARMOR tech and so on - this one is similar to current AOF techs at eg. humans)
d) all units gets upgraded immediately on "ERA" tech change
- DISADV: tech is not stealable
- DISADV: least techs to invent (practically none, apart from the era "tech")
- DISADV: not so challenging to upgrade them - so practically all gets upgraded very soon (we lost the strategy of deciding which unit types to upgrade)
options to vote from please
two questions:
Q1: produced units change or not on unit upgrading (eg: M36 Jackson early -> M36 Jackson late version):
a) unit upgrades updates existing (produced) units
b) unit upgrades DOES NOT updates existing (produced) units, you can build the new one only.
Q2: upgrading techs are (eg: M36 Jackson early -> M36 Jackson late version):
a) all unit types have their individual upgrade techs
- DISADV: we will have very very many techs,
- DISADV: tech will not be stealable,
- ADV: clear logic for player
b) all upgrading will happen in a common upgrade tech by category like ADVANCED LIGHT TANKS TECH, resulting upgrading all light tanks to their next level.
- DISADV: only one upgrade can be for all units (unless we make a next level of this tech)
- ADV: tech is stealable
- ADV: fewer techs to invent
- DISADV: not so clear logic for player
(we can also have other similar techs like ADVANCED_MEDIUM_TANKS, ADVANCED_HEAVY_TANKS and so on - working similarly)
c) all upgrading will happen in a common upgrade tech by property like UPGRADED TURRETS, resulting upgrading tanks that have upgrade that inproves only turrets (eg. two light tanks, and one medium tank, and some other).
- DISADV: not easy to clearly set up which unit fits the condition (i think mostly more things are update in a version change eg. armors. engine, turret and so on)
- ADV: tech is stealable
- ADV: fewer techs to invent
- DISADV: very not clear logic for player
(naturally we would have a UPGRADED_ARMOR tech and so on - this one is similar to current AOF techs at eg. humans)
d) all units gets upgraded immediately on "ERA" tech change
- DISADV: tech is not stealable
- DISADV: least techs to invent (practically none, apart from the era "tech")
- DISADV: not so challenging to upgrade them - so practically all gets upgraded very soon (we lost the strategy of deciding which unit types to upgrade)