Actually, Annatar, it doesn't. For some reason or another, I have never seen an extractor either auto-build with this ability, or be shown as costing nothing when you click to build them. The ability is bugged as far as I know.
OnyxBMW
[quote]LOL... yes, the player should be punished for sacrificing his/her fleet. The point is that if you *know* you're going to lose your fleet, you have to retreat BEFORE that happens.In war, unlike most RTS games, knowing when to retreat is as important as knowing how to win. "Live to fight another day," as the old saying goes!The fleet upkeep is a bit annoying, but I tend not to max it out until I am know it's the big, final push. Keep it a couple notches less, so even if the opponent has
[quote]To all the people saying it would be realistic to have scalable logistics;We're fighting in ****ing space, with ****ing sounds, with some big bad space empire on the ****ing run, and humans haven't had a ****ing war for a thousand years.Oh no, we better make those realistic! Gotta remove the sound and add some wars into it (making the tec much more warlike), and the chances of meeting an alien race are pretty slim, so we gotta remove the Vasari. And some PSI-ability race bent on revenge?
[quote]Actually I was thinking the same thing, you should be able to scale it back down. But, so people can't just due it willy nilly strap on some costs and make it so that it has 'de-research' for a fairly long time, making it so that the player still has to pay the upkeep for a bit AND the added cost for 'de-grading' the system.[/quote] The problem with this is, the military isn't going to throw away technology they need to win a war after they have acquired it, regardless of cost, i
[quote]Idiot. Why didn't you research metal/crystal mining efficiency?[/quote] And here is the post of someone who hasn't bothered to read any of the posts. [quote]Disagree completely with OP for two reasons. A) Games would go on longer than they already do. Losing your fleet has to mean something. Without these upkeep costs you could crank out an entire replacement army in a matter of minutes.B) It forces you to make a tough decision in upgrading your fleet size.Upkeep is goo
at most, it should not decay beyond 30% of max fleet upkeep after, say, 5-10 minutes...maybe 15.
[quote]Unfortunately, Sins is during war time and there is no peace time, so trying to scale back war resources would be really hard.In fact, during war time, supplies that sit idle sometimes can cost more than being deployed, as the supply chain can't be halted at a moment's notice. Many supplies are ordered months in advance.So if upkeep was to be "fixed", allowing a player to scale back should incur a significant penalty. Which probably makes it not too worthwhile.[/quote] However,
[quote]This isn't something that needs to be "fixed". You have put together all the infrastructure, officer corps, supply fleets, etc. necessary to maintain a fleet of that size. Just because you had a bunch of your ships blown up doesn't mean that all goes away.I'm glad they leave the #s the way they are. Makes it an important decision to upgrade your fleet capacities. If it automatically adjusted based on how many ships you actually had in service, there'd be no reason not to max it out as
Jumps can take a huge time, but on doppleganger the stars were placed right next to each other in the map editor. On a map I created, I made it so it took over a minute to go from one star to another just by moving the star's position well away from the other in the map editor. And, when the star is really far away, there's a really cool star cluster in the nebula when in one star looking at another. Basically, they can be made further away (ergo taking a longer time),