In his post in the unit diversity thread Tombles said:
This has been confirming what I've been thinking all the time, especially after seeing that you can upgrade an existing unit to a (differently) modded unit "on the fly", within 1 turn, because that makes it rather convenient to mod existing lower-tier units.
One way to change this would obviously be to have bigger differences in unit stats from one tier to another, in order to encourage going for them, but that could have the effect that the spending for mods on lower-tier units is saved and the direct route to high-tier units is taken.
That leaves the mods themselves as a means to steer this.
From what I've seen in the streams so far it looks as if it's steered via cosmite cost of mods. Unit upkeep seems to be fairly low right now in general (in cosmite), while mods greatly increase BUILDING, but not upkeep costs. So the current situation is that building a T1 or T2 with a couple of mods will cost an arm and a leg, but there is no upkeep change involved - so a T2 with 3 mods will cost a ton of Cosmite to build, but just 4 Energy upkeep, while a T3 will be cheaper IN COSMITE to build, but will also cost cosmite upkeep.
Balancing this via economy alone may not be easy, but there might be a way to deal with mods in order to discourage a low-tier modded units spam race:
a) Mods might have a tier requirement;
this would limit the usefulness of low tier units insofar that you couldn't have the big mods on them - but I suppose this would also somewhat counter the purpose of mods altogether
b) PERCENTAGE gains for mods;
The disadvantage here is that percentage values are tricky to mix with flat bonusses. The advantage would be that a mod would be less effective on lower-tier units.
Example: An improved battlesuit mod might give +5 HP (favoring low-tiers), but it might also give +10% HP. A weapon mod might give +3 damage, but might also give +20%
c) negative mod effects;
Generally spoken, excessive mod equipment on low-tier units might slow a them down or come with other adverse effects.
d) The number of mod slots might differ for different tiers;
The exact way to do this would probably not be too easy to handle. What immediately comes to mind is # of mods = Tier - but that seems somewhat too restrictive for T1s, especially.
A better solution might be a combination of a) and d):
e) Every Mod might have a "Mod Value" with each tier being limited to a certain overall "Mod value";
This doesn't really have to be all that complicated. I could imagine mod values of, say, 2, 3 and 5 with T1s and T2s having 3 mods allowed of values 8 and 11, while T3s and T4s might have 4 mods allowed with values of 13 and 16, respectively, just to give an example.
I'm quite sure that there should be an element of frustration involved when combining units and mods that way, that low tier units may force you into compromises - that you cannot just equip your mobile T1 Scout with a heavy armor mod, a heavy weapon mod and a far-movement mod to make it basically a T3.
It sounds fair that two heavy mods would slow the unit down, while adding a movement mod to make up for it wasn't actually possible due to "Mod Value" limitation.
I'm also quite sure that there are other ways to tweak things, if necessary, that I don't see at the moment, but I wanted to get a debate going, maybe extract some info out of the devs, because this feature is untried and may prove somewhat stubborn to balance.
I can't go into much detail right now, and obviously this will hopefully change in balancing, but our problem right now is the exact opposite of what you guys are worrying about. Essentially, people often don't bother making T3 units at all since modded T2s are so good that the transition doesn't feel worth it to them. We're currently buffing T3s to try and make them feel more valuable.
I'm not saying T3/4 spam won't be a problem (though I hope it won't) it's very hard to predict what the meta will be once the dust has settled afew months after release. But right now, we're not worrying about it in the same way a guy stuck in the desert doesn't worry about drowning![]()
This has been confirming what I've been thinking all the time, especially after seeing that you can upgrade an existing unit to a (differently) modded unit "on the fly", within 1 turn, because that makes it rather convenient to mod existing lower-tier units.
One way to change this would obviously be to have bigger differences in unit stats from one tier to another, in order to encourage going for them, but that could have the effect that the spending for mods on lower-tier units is saved and the direct route to high-tier units is taken.
That leaves the mods themselves as a means to steer this.
From what I've seen in the streams so far it looks as if it's steered via cosmite cost of mods. Unit upkeep seems to be fairly low right now in general (in cosmite), while mods greatly increase BUILDING, but not upkeep costs. So the current situation is that building a T1 or T2 with a couple of mods will cost an arm and a leg, but there is no upkeep change involved - so a T2 with 3 mods will cost a ton of Cosmite to build, but just 4 Energy upkeep, while a T3 will be cheaper IN COSMITE to build, but will also cost cosmite upkeep.
Balancing this via economy alone may not be easy, but there might be a way to deal with mods in order to discourage a low-tier modded units spam race:
a) Mods might have a tier requirement;
this would limit the usefulness of low tier units insofar that you couldn't have the big mods on them - but I suppose this would also somewhat counter the purpose of mods altogether
b) PERCENTAGE gains for mods;
The disadvantage here is that percentage values are tricky to mix with flat bonusses. The advantage would be that a mod would be less effective on lower-tier units.
Example: An improved battlesuit mod might give +5 HP (favoring low-tiers), but it might also give +10% HP. A weapon mod might give +3 damage, but might also give +20%
c) negative mod effects;
Generally spoken, excessive mod equipment on low-tier units might slow a them down or come with other adverse effects.
d) The number of mod slots might differ for different tiers;
The exact way to do this would probably not be too easy to handle. What immediately comes to mind is # of mods = Tier - but that seems somewhat too restrictive for T1s, especially.
A better solution might be a combination of a) and d):
e) Every Mod might have a "Mod Value" with each tier being limited to a certain overall "Mod value";
This doesn't really have to be all that complicated. I could imagine mod values of, say, 2, 3 and 5 with T1s and T2s having 3 mods allowed of values 8 and 11, while T3s and T4s might have 4 mods allowed with values of 13 and 16, respectively, just to give an example.
I'm quite sure that there should be an element of frustration involved when combining units and mods that way, that low tier units may force you into compromises - that you cannot just equip your mobile T1 Scout with a heavy armor mod, a heavy weapon mod and a far-movement mod to make it basically a T3.
It sounds fair that two heavy mods would slow the unit down, while adding a movement mod to make up for it wasn't actually possible due to "Mod Value" limitation.
I'm also quite sure that there are other ways to tweak things, if necessary, that I don't see at the moment, but I wanted to get a debate going, maybe extract some info out of the devs, because this feature is untried and may prove somewhat stubborn to balance.