I've been experimenting with ship refitting costs in MTG and trying to make sense of it. As far as I can tell so far, when refitting a ship there are four possible costs:
- Base cost
- New modules
- Converted modules
- Dismantled modules
I'm not entirely certain about how these costs are calculated, however, or what exactly affects them.
I THINK the following applies:
- Base cost depends on the hull type and is a flat cost for refitting a ship (typically quite small)
- New modules is the production cost of new modules placed in previously empty slots. (Also generally quite small)
- Converted modules is a cost associated with one of two things. One is changing a module to a better version of the same module (e.g. upgrading from torp 1 to torp 2) which is quite cheap production wise. The second thing seems to be changing a module to a different type of module (such as changing a torp to AA, or even removing the module and leaving an empty slot!) which seems to be VERY cost intensive.
- Finally, dismantled modules seems to be from changing a ship to a different model with less slots, which as far as I can tell is only applicable to cruisers (changing a heavy to a light, which has less slots) - this also seems to have a very high associated production cost.
The distribution of refit costs seems to lead to situations where upgrading a ship with the same module types, but better, is far cheaper than greatly modifying a ship to be a different type of ship. That is, it's better to design a ship variant for a specific role, and keep it in that role such that no modules are changed out for a different type; than to change your ship types - it's very cost inefficient to take an existing gunboat CA and turn it into an AA boat or something.
This sort of makes sense conceptually, as completely changing the architecture of a ship to allow fitting new weapons and equipment would be a major endeavour, however it does seem unusual when simply removing things from a ship can cost over 50% of the base ship cost (although why you would want to do this is beyond me anyway).
I dont really have a problem with the system now that I get where the costs are coming from, and it does make sense that keeping your ships in the same general "role" and just upgrading weapons as new techs become available is the most efficient way to use ship refits to benefit your fleet, rather than gutting them to build new designs (should just build new ships from scratch if major changes are made)
I'm really just wondering if anybody understands how the costs are calculated and could explain it to me a bit better, rather than my current "gut feeling"
- Base cost
- New modules
- Converted modules
- Dismantled modules
I'm not entirely certain about how these costs are calculated, however, or what exactly affects them.
I THINK the following applies:
- Base cost depends on the hull type and is a flat cost for refitting a ship (typically quite small)
- New modules is the production cost of new modules placed in previously empty slots. (Also generally quite small)
- Converted modules is a cost associated with one of two things. One is changing a module to a better version of the same module (e.g. upgrading from torp 1 to torp 2) which is quite cheap production wise. The second thing seems to be changing a module to a different type of module (such as changing a torp to AA, or even removing the module and leaving an empty slot!) which seems to be VERY cost intensive.
- Finally, dismantled modules seems to be from changing a ship to a different model with less slots, which as far as I can tell is only applicable to cruisers (changing a heavy to a light, which has less slots) - this also seems to have a very high associated production cost.
The distribution of refit costs seems to lead to situations where upgrading a ship with the same module types, but better, is far cheaper than greatly modifying a ship to be a different type of ship. That is, it's better to design a ship variant for a specific role, and keep it in that role such that no modules are changed out for a different type; than to change your ship types - it's very cost inefficient to take an existing gunboat CA and turn it into an AA boat or something.
This sort of makes sense conceptually, as completely changing the architecture of a ship to allow fitting new weapons and equipment would be a major endeavour, however it does seem unusual when simply removing things from a ship can cost over 50% of the base ship cost (although why you would want to do this is beyond me anyway).
I dont really have a problem with the system now that I get where the costs are coming from, and it does make sense that keeping your ships in the same general "role" and just upgrading weapons as new techs become available is the most efficient way to use ship refits to benefit your fleet, rather than gutting them to build new designs (should just build new ships from scratch if major changes are made)
I'm really just wondering if anybody understands how the costs are calculated and could explain it to me a bit better, rather than my current "gut feeling"