09-18-2018, 02:49 PM
(09-18-2018, 02:16 PM)Haxus Wrote: Aren’t the limiting factors already there? A new player must locate materials and exploit them in sufficient quantities to build their Death Star. They have to develop the patents and manufacture the parts. They would have to be ready to invest the time needed to build the thing.
It would make more sense to develop a fleet of exploration and colonizing vessels at the start, ships that can be built quickly, with an economy of materials.
Very true. I don't see a big issue with someone using months to make a death star with nothing but rocket-drives.
My biggest complaint about the "spacecraftQL" is still that it is confusing. The QL slider feels weird to work and it is hard to understand how increasing it allow for higher stats.
I would love to see QL scaling gone from spacecraft and instead more advanced versions of modules were added. For example like the hull modules, you can upgrade from metal hull to Magmium hull. Same can be done for other spacecraft subsystems, for example an upgraded sensor module that requires advanced materials could give more sensor range per m³ of volume.
Upgraded and advanced modules are easy to understand, it makes more advanced spacecraft cost more advanced materials, and gives a better sense of upgrading when you upgrade your spacecraft's subsystems.
Only issue I see is that you won't be able to indicate how advanded a spacecraft is in sensor reports. But I guess just mentioning the total volume would work.