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IDProjectCategoryLast Update
0001144AI War 1 / ClassicSuggestion - Game MechanicsDec 8, 2010 5:14 pm
ReporterWingflier Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.021 
Fixed in Version4.047 
Summary0001144: Upgrading Harvesters too Tedious/Time-Consuming
DescriptionI made a thread about this in the suggestions forums and was directed here.

The general premise of the thread was that AI War seems to be a game about making economy and base building as simplified and streamlined as possible, so that the player can focus on the more exciting battles and strategy of the game.

The introduction of the new MKII and MKIII Crystal and Metal Harvesters however, seem to be contradicting this design principle. If (or when) you decide to upgrade your Harvesters, you have to go to every single planet you control, select your Harvesters, destroy them, and then rebuild them with the upgraded version. If you have Harvester Shields, you have to rebuild these as well. If you want it done quickly, you have to move your Engineers to each planet as well. The general point that I'm trying to convey is that "upgrading" your economy could literally take over an hour, especially on a large 100+ planet map near the end of the game. This issue is exacerbated by the fact that you may even have to do it several times! The switch from MK1 to MKII, then MKII to MKIII, means that this whole process could be something you have to deal more than once per game.

There are several ways you could deal with this:

1. Allow the player to "build" the "upgraded" version of Harvesters on planets that already have a lower version, which will just destroy and replace it. Bonus points if the exo-forcefields automatically rebuild themselves as well.

2. Allow the player to destroy Harvesters on the galaxy map on a massive scale, so that the game will automatically replace it for them. Some people have mentioned that this could be disastrous to your economy, however, I find it hard to believe people would be dumb enough to destroy their entire ecosystem (not including Orbital Commands) if they were low on resources to begin with.

3. Add some kind of option in the "control" tab that will slowly upgrade your Harvesters for you, as to prevent aforementioned resource "stalls".

Regardless of what you do, I think this is definitely something that needs to be addressed for game design consistency and frustration reduction on behalf of the player. I'm sorry if I missed anything, and thank you for reading.
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themachineissentient

Nov 6, 2010 10:12 am

reporter   ~0002814

I support this.

zebramatt

Nov 6, 2010 5:54 pm

reporter   ~0002845

I think it's on the cards but relatively low priority, and nontrivial.

keith.lamothe

Nov 6, 2010 6:00 pm

administrator   ~0002847

It would be very nice to have this be easier, but it would probably require a rework of a lot of the specialized building logic attached to the metal/crystal deposit/harvester thing... there's a lot of special code there.

Alternatively, it could just automatically replace all your harvesters with the upgrades and call it a freebie. Might increase the knowledge cost somewhat or something like that, but it would remove a lot of player pain and avoid a lot of developer pain (that would not really have other benefits).

Dunno, though, that might be taking the easy way out. I'm going to be working on some more special building code fairly soon, I'll keep this one in mind.

Wingflier

Nov 6, 2010 6:11 pm

reporter   ~0002851

Being able to destroy units/structures on the galaxy map probably wouldn't take that much extra code (I think), and could be a temporary solution until you came up with something better.

HitmanN

Nov 7, 2010 1:20 pm

reporter   ~0002879

I support something of this sort. Maybe if the harvesters were automatically changed planet by planet, thus renewing several at a time, but never all at once. It'd be relatively speedy, automated, and not too dangerous to economy, even if enabled by accident.

Could be an option in the controls tab, "allow automatic harvester upgrades" or something. *shrugs*

zebramatt

Nov 8, 2010 4:21 am

reporter   ~0002890

Make it a free upgrade and increase the energy cost fractionally, I say!

TheDeadlyShoe

Nov 8, 2010 6:04 am

reporter   ~0002891

A button in your Controls labeled "Replace Harvesters", that simply scuttles every existing harvester that has a higher Mk version, would be a simple way to do it.

Malibu Stacey

Nov 8, 2010 9:21 am

reporter   ~0002911

Last edited: Nov 8, 2010 9:22 am

I second the idea of an auto-upgrade control. Toggle it on & when you unlock an upgrade the game should scrap all the existing harvesters & build the new versions. If you toggled it on, you're aware of the possibility of your economy taking a huge smack while they rebuild & should be able to plan for it (build up a reserve, pause any build queues etc).

Actually thinking about it, all it would need to do is scrap the current harvesters, the code that builds/rebuilds harvesters in your systems which don't have any enemies should take care of building the upgraded harvesters.

Chris_McElligottPark

Nov 8, 2010 9:23 am

administrator   ~0002913

This is annoying, but the problem with doing them automatically was that that could tank a player's economy in a big game. But without it, it has all the problems you guys are noting.

Solution? I'll have to make it upgrade all of them for free when you unlock the tech, to avoid adding more interface complexity or tedium.

DakaSha

Nov 8, 2010 5:55 pm

reporter   ~0003000

couldn't something like the remains re-builder just build them? if you have a remains rebuild it upgrades them (automatically) if not.. oh well? :P

Chris Fifty-Two

Nov 22, 2010 2:29 pm

reporter   ~0004228

I fully support this as well.

Chris_McElligottPark

Dec 8, 2010 12:23 pm

administrator   ~0005631

Keith, I got this one, just in case you were also thinking about it.

keith.lamothe

Dec 8, 2010 12:24 pm

administrator   ~0005632

I was, actually, but wasn't planning on it today ;)

Chris_McElligottPark

Dec 8, 2010 12:27 pm

administrator   ~0005636

It's been on my to-do list for a while. I'm actually working on it now. :) Just wanted to make sure we didn't overlap on it!

Spikey00

Dec 8, 2010 2:47 pm

reporter   ~0005655

Awesome!

Chris_McElligottPark

Dec 8, 2010 5:11 pm

administrator   ~0005689

* When players unlock higher-mark metal or crystal harvesters, all existing lower-mark harvesters are immediately upgraded to the new higher-mark versions at full health.
** However, any lower-mark harvesters that are still under construction won't upgrade until after they finish constructing.

keith.lamothe

Dec 8, 2010 5:13 pm

administrator   ~0005690

Sweet! :)

Chris_McElligottPark

Dec 8, 2010 5:14 pm

administrator   ~0005691

Indeed. :)

Issue History

Date Modified Username Field Change
Nov 5, 2010 11:22 pm Wingflier New Issue
Nov 6, 2010 10:12 am themachineissentient Note Added: 0002814
Nov 6, 2010 5:54 pm zebramatt Note Added: 0002845
Nov 6, 2010 6:00 pm keith.lamothe Note Added: 0002847
Nov 6, 2010 6:11 pm Wingflier Note Added: 0002851
Nov 7, 2010 1:20 pm HitmanN Note Added: 0002879
Nov 8, 2010 4:21 am zebramatt Note Added: 0002890
Nov 8, 2010 6:04 am TheDeadlyShoe Note Added: 0002891
Nov 8, 2010 9:21 am Malibu Stacey Note Added: 0002911
Nov 8, 2010 9:22 am Malibu Stacey Note Edited: 0002911
Nov 8, 2010 9:23 am Chris_McElligottPark Note Added: 0002913
Nov 8, 2010 9:23 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Nov 8, 2010 9:23 am Chris_McElligottPark Status new => confirmed
Nov 8, 2010 5:55 pm DakaSha Note Added: 0003000
Nov 22, 2010 2:29 pm Chris Fifty-Two Note Added: 0004228
Dec 8, 2010 12:23 pm Chris_McElligottPark Note Added: 0005631
Dec 8, 2010 12:24 pm keith.lamothe Note Added: 0005632
Dec 8, 2010 12:27 pm Chris_McElligottPark Note Added: 0005636
Dec 8, 2010 2:47 pm Spikey00 Note Added: 0005655
Dec 8, 2010 5:11 pm Chris_McElligottPark Note Added: 0005689
Dec 8, 2010 5:11 pm Chris_McElligottPark Status confirmed => resolved
Dec 8, 2010 5:11 pm Chris_McElligottPark Fixed in Version => 4.047
Dec 8, 2010 5:11 pm Chris_McElligottPark Resolution open => fixed
Dec 8, 2010 5:13 pm keith.lamothe Note Added: 0005690
Dec 8, 2010 5:14 pm Chris_McElligottPark Note Added: 0005691