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Chris

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Posts posted by Chris

  1. Economics is definitely the biggest factor - they had revolutions before the internet and the correlation between economic hardship and social unrest is undeniable. Let's hope we never see anything like the Great Depression ever again.

  2. I don't think we'll be able to do this due to technical reasons. The utility of the command is pretty low, and it'd cause absolute havoc in terms of the coding. Aircraft and soldiers are assigned to a base and I think the code is centred around that - they basically act as an item in the base stores in most respects. Having them temporarily moving from one to another would open a rather large can of worms, I think. Not worth it for what you want to do there.

  3. Wow, the maintenance costs for the aircraft are waay outta whack. Only just had a look at them. I've halved them in the dev build to $40k pm for the F17 and $50k pm for the Mig, with the Chinook left at $60k.

    Purchase cost remains 100k for the Chinook, but up to $200k for the F-17 and $250k for the MiG. I think it's much better to have a more expensive upfront cost then reduced maintenance costs than vice versa.

    If you want to make these updates yourself, the maintenance costs are in the aircrafts.xml and purchase costs are in items.xml.

  4. OK, so I want to make V8 playable when it goes out as a press build. This thread is intended for people to provide suggestions on equipment that is over or under powered, or suggestions on what would make the game more balanced.

    This is assuming the bugs get fixed, of course - the Ferret won't have nil fire cost and so on. So what does everyone think? This applies across all parts of the game.

  5. I think that's a somewhat overcomplex way to deal with the issue - and in a lot of instances, the fixed costs of an installation would remain the same whether or not it's being used. A storeroom has the same maintenance costs whether or not it's full of stuff, for instance (assuming the staff are still there, which they'd have to be if you want to be able to fill it up again in a hurry). For hangars and vehicles, they wouldn't cost any different if they were empty because vehicles and aircraft have their own maintenance costs :)

    But leaving aside the twisted logic of game mechanics, I don't want to make the game too confusing for a player to run a base - micromanaging every building would be a bit of a pain, particularly across several bases...

    You may well have a valid point that bases cost too much to maintain, though - I've made no attempt to balance building maintenance costs yet. Is it pretty crippling?

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