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Commenting more on #3 here. A 2.5x increase in cost effectiveness at Fusion is still a lot.
A thought I had was to instead give each reactor a proportional HP increase.
I also feel that better weapons and armor should make troops more cost effective
I suppose I should clarify. What I mean is that upgrading the weapon/armor should never result in a negative to cost efficiency.
For example, an Impact Rover is 30 minerals (7.5 minerals/attack). A Missile Speeder is 50 (8.333 minerals/attack).
Reactors could double I suppose (10,20,40,80) with no cost reduction. That would leave them strong.
I think that if you're going to go to all the work to re-code unit costs, I would do it with as general a formula as possible.
Let people play with various air cost factors and such.
The issue I see with keeping reactor cost reductions (rather than scaling up HP only) is that air quartering cost reduction. Air chassis become very cheap at later reactors because of this.
The problem I forsee with my formula is that with a chassis as a constant, better chassis becomes cheaper relative to infantry at higher weapon/armors as well.
It's a side thing, but I'd also prefer combat was speeded up for later reactors. That might also be too much to change?
It's similar idea (either way, you get a more linear increase from reactors).
Perhaps it is easier to change reactor reduction than change HP. I would put the reactor factors down a bit from 2x, if feasible. Consider that reactors also have the same effect that a weapon/armor increase does in helping a unit survive another battle, plus it gets the cost reduction applied. I don't know...I just never really get excited about a weapon/armor increase the way I do when I get a new chassis or reactor. It feels like weapon/armor upgrades only matter really early when support costs mean something.
It seems to me that there were more extreme examples of strange cost jumps at later reactors than with Fission. I'd have to run some examples and see if this is the case. Logically it should be less where rounding factors get smaller.
I don't think more costly and more powerful late game units would be so bad. A lot of common units are 60 minerals currently (and less, with + IND, and the proposed change to infantry cost), whereas late-game cities often produce 100+ minerals a turn.
I think it's more interesting if costs and power rise more...otherwise it comes down to 'the best 1-turn unit you can make, without waste'.
Although, something would have to be done with Native life.
I assume there's no (easy) way to just prevent designs over X minerals.
A shame. Btw with a quick test it seems the rollover is at 2560 minerals. You can design a unit >3k in the game as is and the actual cost will be 2560 less.
I like the idea to make better weapons/armor more decisively beat the older models though.
What I was getting at with Native life forms, was that unfortunately they would get very cost effective against the more expensive units (since they ignore reactors).
Now if unarmored is Tier 0, and thus a value of 0
Maybe if air units didn't also exert ZOC they wouldn't feel as undercosted.
I'm not sure what the cost effective counter would be to that...SAM infantry maybe?
Agreed. SAM definately should come earlier at Synthetic. I think this was the window I was getting at where you don't have air but your ground units can't advance. This is a good argument for air units not having armor (even a 1/3 move rush attacking infantry will beat an aircraft).
Ok so if the min cost is 2R, all units cost other than infantry have a min cost of: 10, 20, 40, 80.
I think infantry should go 10,20,30,40 for minimum cost.
Air units with AS still hard counter rovers/hovers.
Maybe AS air shouldn't be able to hit ground if it's Cost:0.