My place to discuss game related stuff, as a gamer and developer.

I think to reduce the overpoweredness of ship labs, the following should take place once the tech is researched:

1) 1st level of tech should give weapons labs, 2nd level should give imperial labs.

2) On each tech level research, the following would also occur:

a ) Labs of that type would be disabled, to have no effect on tech tree. This should be a permanent, uncounterable, undisablable effect.

b ) Labs would be auto-scuttled. This scuttling would be unstoppable. Player gets resource payback normally from this scuttling.

c ) No more labs of that type can be constructed.

 

This IMO would mitigate, perhaps solve the OP'dness of ship labs. You are basically trading the physical labs for ship ones, and forfeiting the construcion of planet labs altogether.


Comments (Page 4)
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on Jun 28, 2012

I consider it quite fair. It also makes it viable for the VL to go for full civil labs since he will in time make up for his lack in military labs. All in all I'm quite content with it now.

on Jun 28, 2012

If Vasari cap ships with the patch now only have 1 lab, is it military, civic, half of each or random?

on Jun 28, 2012

JuleTron
If Vasari cap ships with the patch now only have 1 lab, is it military, civic, half of each or random?

It's both military and civilian but if you want to rush it than you'll have to rush 7 Civilian labs and focus totally in that field leaving you very vunverable at least in an MP setting.

Not to mention that they are nerfing the resources given by Strip to Core.

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