Now I'm going to try to tie this all together.
Here are things I'm NOT discussing, I'm fine with the conventional wisdom on these:
- The general acceptance of "upgrades" for the player, but not for the AI
- You buy a given upgrade for a particular (fleet) ship type. The upgrade is applied to all Marks of that ship type.
- You can't buy the same upgrade twice for the same ship type.
- Certain ship types are only eligible for certain upgrades, and we'll be able to see the possibilities in the UI somewhere sometime (the design doc has a good crack at these relationships in section 8a)
- You can play as Humans and get "human" fleet ships, Spire and get "spire" fleet ships, etc. and they are different enough that you'll notice (again see 8a)
- Adding or removing anything but the 14 upgrades in the current design document, but I am going to propose changes to some of those 14! Once a structure is fleshed out, presented and agreed, then consider what good upgrades look like and add and remove them intelligently.
In my view of things, "upgrades" need to be...
... instantly recognizable and understandable by looking at any-size ship icon
... as meaningful as possible, making available a wider variety of approaches to a given AI situation
... non-numeric, for UI and conceptual clarity
First things first, I doubt more than three "upgrades" can be easily seen on a ship icon, so that's my suggested max "upgrades" limit for a given ship type. (I'm willing to be pleasantly surprised by a great UI!) I see this as motivation to design very-meaningful upgrades and cull out any weaker ones. I also agree with Misery that "you'll remember you bought upgrade X on fighters so we don't need to indicate that on each fighter" is a major flaw, especially if a UI can show that intuitively. (I am REALLY excited to see the new UI, but some of that is dread.)
And for more conceptual clarity, I'm assuming once you buy an upgrade you are stuck with it - they may not be removed, replaced or re-upgraded in any way.
Second, the idea of transformation (i.e. a fighter given an armor grade is now a bulletproof fighter) isn't going to work in this context. Chris is right to note that the combinatorics will give far more transformation results than the 80-so ships that was too high in AIW Classic. Also, it's a lot less artwork to modify 15 ship types in 14 different ways than have hundreds of different shippy-looking icons, and a lot easier for the player to interpret.
Third, I agree with Pumpkin that so-called "twisting" upgrades are much better than "small" upgrades.
"Upgrades" like cloaking or forcefield ignoring will usually give a player new strategic and/or tactical options. In other words, twisting upgrades are more "meaningful" and are therefore well-designed upgrades. Notice that these are "yes-or-no" upgrades -- you couldn't enter force fields before, now you can.
I want to change the "small" upgrades (like Hardening and armor increase) to make them both more meaningful and less numeric. My plan is to make them "yes-or-no" updates!
Proposal: An upgrade that changes a numerical value always changes that value to the best (usually maximum) value of any fleet ship that the player might get as a bonus ship.Example: You're a Human whose bonus ship happens to be Laser Gatling. In AIWC, its Mk1 max health is 788. Under this proposal, if you were to upgrade Laser Gatlings using Hardening, each Mk1 Laser Gatling would now have max health of 25,600, because the highest max health Mk1 Human ship is the Shield Bearer (I assume Zenith, Spire, etc. ships are no longer available with the faction changes) with that much Mk1 max health. I would claim that such an increase would be "meaningful"! (Ok, this was perhaps the most ridiculous case. But you might be willing to invest, say 6,000 Science in such an upgrade, yes?)
This proposal makes upgrades as "meaningful" as possible and removes all the fiddly numbers via the "best possible" concept. This is probably clearest with speed. You don't need to try and calculate what a 50% increase in speed would mean to your Electric Shuttles (Mk1 max speed 44) or your EtherJets (120); the Speed Increase "upgrade" makes any ship move exactly as fast as a Raptor (Mk1 max speed 316). Undoubtedly the Electric Shuttle would cost far more Science to upgrade than the EtherJet; that's how to balance these things.
Mostly for my own interest, the longest-range Human ship is infinite (but snipers are going away I believe), largest Engine Bore is Spider Bot at 60 (whatever that means
), Tractor Beam maybe EtherJet, and whatever Regeneration, Shield, "Tank Armor", Armor Damage and Armor Piercing might be... I may well have missed a few, and AIW II may well have different values anyway. (I got many numbers from this spreadsheet:
https://www.arcengames.com/forums/index.php?action=dlattach;topic=11678.0;attach=9202 )
The best part is that this proposal has both a minimal UI impact and a minimal conceptual impact. Hey all you folks crazy enough to be following this, do you have a sense of how fast a Raptor goes? (I don't, but I haven't played all that much.) I'm guessing an experienced player already has a sense of "Raptor speed", and if you don't you are going to develop a sense because Speed Increase is usable in EVERY game (I assume), rather than only when you unlock Raptor somehow. So when you see any ship with the little magic Speed Increase symbol (I vote for a mini-Release Raptor), your brain goes "oh yeah, that's just a ____ that also moves real darn fast". I'm predicting a non-newbie player would develop similar good sense about things like Human maximum range or maximum regeneration as they play. (And I think extreme "upgrade" improvements would be easier to notice for everybody regardless of skill level.)
Last but not least, I'd call these "augments" or "bolt-ons" or "superchargers" etc. to portray things that are both additive and powerful. "Upgrade" sounds to me something tedious like trading in your +1 longsword for a +2 longsword.
Sorry, no time to summarize!
I'm checking out of this topic for a few days, partially to catch up on real life and partially to give myself some emotional detachment, so I don't get all freaked-out when someone points out something I'm not considering or got horribly wrong. I purposely have not looked at any replies to this thread (but mine) and won't till probably Monday. Thanks for your time!