Upgrades - Grrr

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sPzAbt653
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RE: Upgrades - Grrr

Post by sPzAbt653 »

I was in the Military 8 years you NEVER got all the upgrades that were TOE and definitely not when in line action.

That's not a really good argument for the situation because history is sometimes sacrificed for gameplay. For example, a corps DOES get all the upgrades at once in the game.

In your 8 years service [thank you] how many times was your corps pulled from the front line to be able to upgrade its' equipment ? I'll bet never, I'd say that smaller units were rotated out and back to get any equipment upgrades.
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RE: Upgrades - Grrr

Post by BillRunacre »

I think CSS does have a point though, in that not all units in an army will be upgraded at once. Some units get the new equipment while others for various reasons will still have the older equipment for some time after.
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RE: Upgrades - Grrr

Post by sPzAbt653 »

In a game such as this I myself would sacrifice that bit of history for the trade off in game play. However, if I can assume to count you and Hubert on the side not in favor of change that would bring the vote total to 4 in favor of a change and 7 against, and to be honest 2 of the 4 that I counted in favor didn't vote for the specific change I proposed. When I started this I expected it to be overwhelming in favor of change, so I was wrong.

I can definitely be happy with being 10% whiny about some things while being 90% very satisfied with the game you guys have put together. [:)]
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RE: Upgrades - Grrr

Post by TheBattlefield »

ORIGINAL: sPzAbt653

I guess this suggestion might be undo-able in the current game system, but I'd much rather somehow pay more to have the upgrades done automatically at the beginning of the turn they become available. Boom, everybody gets the upgrade, done. No need to lose individual units for three turns over the course of umpteen turns.

What a hell of programming effort for a rather unimportant detail, right? I rarely left the resources to operate an "upgrade all" button in a meaningful way. And if the MPP are not sufficient? Which units and resources will be taken into account by the automated command then? Do I really always upgrade everything? Quickly a separate screen for the upgrades with preset preferences including a "undo" button comes into mind. Then again others will be unhappy and complain rightly that the upgrades can not be performed directly on the map and taking into account the respective front situations. An optional upgrade system is of course always possible, but I think there are more important aspects of the game where the focus could be directed. In short, it should please remain as it is.
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RE: Upgrades - Grrr

Post by sPzAbt653 »

What a hell of programming effort for a rather unimportant detail

I don't think it is unimportant, as I said earlier - ... twice I've already become pretty frustrated during the infantry upgrade process ... So many clicks - click a unit, click 'upgrade', click which upgrade, click ok. Four clicks for each unit, and four clicks for each resource
if the MPP are not sufficient? Which units and resources will be taken into account by the automated command then?

I did explain that I didn't know how because I am not the developer, but it certainly wouldn't be that way. I also previously suggested something like maybe - Infantry Weapons = 25 MPP's per turn per investment. Once the breakthrough is reached, all applicable units receive the next level automatically at the beginning of the turn.

I don't think this would need to include resources. As it is not necessary to upgrade those all at once, they could be left to do manually.
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RE: Upgrades - Grrr

Post by BillRunacre »

ORIGINAL: sPzAbt653

In a game such as this I myself would sacrifice that bit of history for the trade off in game play. However, if I can assume to count you and Hubert on the side not in favor of change that would bring the vote total to 4 in favor of a change and 7 against, and to be honest 2 of the 4 that I counted in favor didn't vote for the specific change I proposed. When I started this I expected it to be overwhelming in favor of change, so I was wrong.

I can definitely be happy with being 10% whiny about some things while being 90% very satisfied with the game you guys have put together. [:)]

I honestly wouldn't take myself as being on any side in this. [:)]

I'm just interested in seeing the discussion, it's good because we're seeing an exchange of views and it might help us to improve things at some point as things progress.

One thing I've gathered from this is that there seem to be two different issues. One is the ease of reinforcing/upgrading in game, and the other revolves around the rules of doing so.

One comment about automatically upgrading units once a research advance is achieved is that while that can be argued for when units are within good supply and connected to their capital, for cut-off units, or those in far flung places, e.g. Axis units in North Africa, or in a pocket like at Stalingrad, automatically upgrading them could seem rather odd.


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RE: Upgrades - Grrr

Post by TheBattlefield »

ORIGINAL: sPzAbt653
What a hell of programming effort for a rather unimportant detail

I don't think it is unimportant, as I said earlier - ... twice I've already become pretty frustrated during the infantry upgrade process ... So many clicks - click a unit, click 'upgrade', click which upgrade, click ok. Four clicks for each unit, and four clicks for each resource
if the MPP are not sufficient? Which units and resources will be taken into account by the automated command then?

I did explain that I didn't know how because I am not the developer, but it certainly wouldn't be that way. I also previously suggested something like maybe - Infantry Weapons = 25 MPP's per turn per investment. Once the breakthrough is reached, all applicable units receive the next level automatically at the beginning of the turn.

I don't think this would need to include resources. As it is not necessary to upgrade those all at once, they could be left to do manually.



I hope you're not annoyed with my entry. [;)] Just as it (subjectively) was a pain for you to instruct the individual upgrades, so little urgency seems to me (subjectively) the introduction of automated commands in this area. Your preferred automatic transfer of certain research level (infantry, armor, fighter etc.) by accruals of current revenue (I got that right?) will be difficult to implement for several reasons. I would not be surprised if another player will insist on automatic upgrades of its HQ's with the current "anti air" level. Ultimately the whole thing leads in an elaborate special menu for the upgrades. As I said, as an optional variant (however executed) the automation of upgrades could appear quite interesting. Probably I belong to a strange minority, but I love to click my way through the individual units. [:D]












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RE: Upgrades - Grrr

Post by sPzAbt653 »

I honestly wouldn't take myself as being on any side in this.

Well, that's encouraging, I think.
in a pocket like at Stalingrad, automatically upgrading them could seem rather odd.

If a change were made or an option added, obviously those types of things wouldn't happen because we still have the rules [no upgrades at lower supply levels]. And if we really wanted to do it we could overcome any other issues, I'm sure. I'm dreaming of five years down the road when somebody says 'Hey, remember when we used to have to click on each individual unit four times to get an upgrade ?'.
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RE: Upgrades - Grrr

Post by sPzAbt653 »

I hope you're not annoyed with my entry.

Of course not, I am enjoying the exchange of views, as Bill said.
I love to click my way through the individual units.

Well then come on over and click my units for me, I am sick of it ! [;)]
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RE: Upgrades - Grrr

Post by jpinard »

ORIGINAL: Mrslobodan

I would like to be able to upgrade units manually but it would be nice to be able to select more units at once and upgrade/reinforce all at the same time, also upgrade + reinforce at the same time.

This is what I would like as well.
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