Ah, ok. We agree then. I looked at it as needing more slots to make that system feasible, rather than few slots making it necessary to have lots of specialized shipyards...Daveybaby wrote: I just figured that if you had limited building slots, you would probably need all of them in order to meet the requirements for a given ship type
It is a serious issue though... as both "solutions" suck, imho.Geoff the Medio wrote: How many "slots" are there going to be? I was thinking roughly 4 or so... but having all these shipyard options go into slots would requie a lot more than that...
Well... suck in that having 10 or more slots per planet is silly, and it'd then be better to just not have slots at all, or make shipyard upgrades not take up building slots.
... I am slightly torn though, in that I really dislike it when the only drawback to having something (aside from having to build it and not build something else) is a small "upkeep" or "maintainance" cost. In civ, the only ongoing cost for keeping an extra unit or building around is a few PP or gold / turn upkeep. This never really "registers" with me as a real cost, though, and I don't usually consider it when decided to build a unit. For FO buildings, having limited slots would be a more tangible drawback: If I build the facility to make lasers, I can't have missiles here as well.
Other more... "direct" drawbacks are feasible though. I've been keen for some time on buildings having penalties to various meters and such to balance their bonuses, in addition to maintainance.
I suppose it might also help if the maintainace for a single building is much more substantial than in Civ. 1 to 4 gold / turn doesn't make much of a difference for a single unit or building when you're pulling in 50 or 200 / turn. Yes it matters if you've got 40 of the building or 30 more units, but it's hard / not fun to make that sort of cost cutting decision for each building / unit. It helps that FO has less generic / mundame buildings, but I'd still like the individual semi-wonders having big upkeep costs if they have them at all... say 10 or 20 money units / turn when pulling in 50 or 200. Make *each* building's cost be a big deal for the empire.
Not sure what to do about ship maintainance though... Making it a cost a different resource isn't enough.
(and I realize that my stupidity or style of play are bad things to soley base a design on, but perhaps some useful design ideas can arise from them)