Make Factory Repairs Cheaper and Factory Construction More Expensive? (Full Version)

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esteban -> Make Factory Repairs Cheaper and Factory Construction More Expensive? (5/26/2008 10:26:01 PM)

One other thing while I am here:

In the expansion, can factory/oil/resource repairs be made cheaper and actual construction be made more expensive?

In the current game it costs 100 supplies + some manpower and industry points to construct a point of factory/shipyard/repair yard in a damaged state, then 1000 supplies to repair that point so it is actually usable.

This distorts the Japanese production system in several ways. Most importantly, it gives the Japanese player an incentive to build huge aricraft R&D plants, because these are relatively cheap to build and they repair for free up until the aircraft model in question starts production. However, it also makes repairing certain facilities unrealistically expensive, at least in my mind.

I'd much rather have a system where (assuming we want to stick pretty much to the current overall costs for building a factory point of some kind) that building a factory/shipyard/repair yard point costs 600 supplies +manpower and industry and then that point costs only 500 supplies to repair.

That would make building huge R&D aircraft factories much more expensive, but it would make repairing factories and resource centers much more economical--which I think is accurate. Essentially, right now it takes a lot less to build a factory than it does to repair it, and I think that should be the other way around.

The current situation where you expand a factory and it doubles in size would probably have to be done away with if these changes were made. In its place you would have to click to expand the factory one point at a time, until you either ran out of supplies or reached the desired size of the factory in question.

Would it be possible to make these changes in the expansion?




Uamaga -> RE: Make Factory Repairs Cheaper and Factory Construction More Expensive? (5/27/2008 12:50:21 AM)


quote:

ORIGINAL: esteban
Most importantly, it gives the Japanese player an incentive to build huge aricraft R&D plants, because these are relatively cheap to build and they repair for free up until the aircraft model in question starts production.

Hi, small correction here: repairing of aircraft factories cost 1k supply even if factory is still in R&D mode. The thing that may misled you is that such factories are repairing in somewhat random way. Factories in production always repair 1 element per day (assuming enough supply in base). Factories in R&D repair 1 element (and thus pay 1k supply) only if they pass random test based on total factory size and number of days till aircraft get into production.

quote:

However, it also makes repairing certain facilities unrealistically expensive, at least in my mind.

I must say I fully agree. Especially if you take into account how easy to get them damaged on capture or due to swarms of 4E monsters ruling the sky. But then I'm JFB of course...





Czert -> RE: Make Factory Repairs Cheaper and Factory Construction More Expensive? (4/24/2009 2:22:35 PM)

When expansion here is quested, is here posibility to expand by certain amount ? e.q. + 1  +5 +10 - not only doubling that ?.

Its really doesnt matter if you expand production from 4 up to 8 and want only 6, but it is realy important if you expand from 100 up to 200 and want only 120 or 130.




Andrew Brown -> RE: Make Factory Repairs Cheaper and Factory Construction More Expensive? (4/25/2009 4:40:26 AM)


quote:

ORIGINAL: esteban

One other thing while I am here:

In the expansion, can factory/oil/resource repairs be made cheaper and actual construction be made more expensive?

In the current game it costs 100 supplies + some manpower and industry points to construct a point of factory/shipyard/repair yard in a damaged state, then 1000 supplies to repair that point so it is actually usable.

This distorts the Japanese production system in several ways. Most importantly, it gives the Japanese player an incentive to build huge aricraft R&D plants, because these are relatively cheap to build and they repair for free up until the aircraft model in question starts production. However, it also makes repairing certain facilities unrealistically expensive, at least in my mind.

I'd much rather have a system where (assuming we want to stick pretty much to the current overall costs for building a factory point of some kind) that building a factory/shipyard/repair yard point costs 600 supplies +manpower and industry and then that point costs only 500 supplies to repair.

That would make building huge R&D aircraft factories much more expensive, but it would make repairing factories and resource centers much more economical--which I think is accurate. Essentially, right now it takes a lot less to build a factory than it does to repair it, and I think that should be the other way around.

The current situation where you expand a factory and it doubles in size would probably have to be done away with if these changes were made. In its place you would have to click to expand the factory one point at a time, until you either ran out of supplies or reached the desired size of the factory in question.

Would it be possible to make these changes in the expansion?



This won't be different in the initial release, but there is a plan to review repair rates of factories at some point, so this would be covered by that review, I suspect. If anything does get changed, then it would be in a later patch.

Or we could delay the release of AE for another month or two? Any votes?

Andrew




Dili -> RE: Make Factory Repairs Cheaper and Factory Construction More Expensive? (4/25/2009 6:41:24 AM)

Release it now! we want to do beta testing [:)]

An aside question. Do LCU's still only need supply to operate? not Fuel seeing that now refineries appear in Game?




Czert -> RE: Make Factory Repairs Cheaper and Factory Construction More Expensive? (4/25/2009 10:28:17 AM)

Andrew - no problem with pool - 1. delay relasing of AE for e.q. 3 months - planed implemented features a + b + c  2. relase as planed, add fetures/balances in later patch.

My vote is for option 1.





Yamato hugger -> RE: Make Factory Repairs Cheaper and Factory Construction More Expensive? (4/25/2009 11:45:22 AM)


quote:

ORIGINAL: Dili

Do LCU's still only need supply to operate?



Yes.




Andy Mac -> RE: Make Factory Repairs Cheaper and Factory Construction More Expensive? (4/25/2009 12:25:51 PM)

Czert the problem is its not 3 months for option 1 I need that for the AI alone, Matrix add 1 month for the Manual changes

So its 3 + 4 = 7 months and the lynch mobs would start !!!




Czert -> RE: Make Factory Repairs Cheaper and Factory Construction More Expensive? (4/25/2009 1:51:58 PM)

7 months delay will be fine ....we will not miss 7 th december [:D]




Yamato hugger -> RE: Make Factory Repairs Cheaper and Factory Construction More Expensive? (4/25/2009 10:21:56 PM)


quote:

ORIGINAL: Czert

7 months delay will be fine ....we will not miss 7 th december [:D]


Isnt that what I said? [:D]




Czert -> RE: Make Factory Repairs Cheaper and Factory Construction More Expensive? (4/26/2009 7:45:38 AM)

We only need discover how to suppres lynch mobs. [&:]

And after 7 th december [&o].




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