Midnightknight wrote: ↑Mon, 7. Jun 21, 05:00
I don't agree with that at all. In a classic X3 game, ok, in FL god no.
The PHQ would become the shipyard for neutral players ... After getting the blueprint everywhere, what is also a non sense.
The PHQ becoming a shipyard is the ideal situation. What is the point of having the ship/station blueprint system, the agent system supporting it, and the production/logistics challenges if we can't actually use them because the production time is static and prohibitively long? As it stands we can scale up weapon/shield production to equip our fleet, but never ship production itself. Instead we have to rely on money-making stations to purchase ships from other factions. Rather than only spending money on stations to make more money to buy ships, we can spend the same money on stations to produce resources to build our own ships. We should have a choice to be self-sufficient.
Midnightknight wrote: ↑Mon, 7. Jun 21, 05:00[the resources] costs already a lot and when you compare the price of a ship at the PHQ and a shipyard, raising the price even more would mean you pay less a ship at another race if you are max rank + discount, and it would be still instant and save you a headache to gather everything.
I didn't say only the resources would be increased. I said that the system should be more weighted towards resources than time or money. Under this system you would reduce the raw credit cost of production alongside the material increase so that the relative balance is the same.
Midnightknight wrote: ↑Mon, 7. Jun 21, 05:00The economy is broken and the fact you are forced to chose a side makes some resources pretty boring to get. I mean look what ressource are requires to build a ship. Rastar, Rimes, Teladianium are ressource exclusives to a race if you are at the same time enemy of the argons and the splits good luck building anything at your HQ. So you need to have already plenty of factories to be able to sustain your PHQ before even trying to seriously build anything. This is already wasting time for nothing to my opinion, and say, we reduce time and increase ressource means "Ok let's reduce time here but increase it there". And the ressource issue is really variable and random, when we talk on the forum, sometime people can't find Rimes in the whole universe, sometime it's crystals and always for microships, they costs already a lot and when you compare the price of a ship at the PHQ and a shipyard, raising the price even more would mean you pay less a ship at another race if you are max rank + discount, and it would be still instant and save you a headache to gather everything.
Changing the system to be more weighted towards resources does not mean that you are moving the same amount of time from one place to another. It is a scale that players can impact. In the current system, if you want to build a Mule, it takes 12 hours. There is absolutely nothing you as a player can do to change that. It doesn't matter if your economy is 100x more than the entire universe; it is always 12 hours. You can't build more HQs to add more ship production lines. You can't reduce the timer by providing more resources or money. You can't research technology to produce more efficiently. It's just always 12 hours. Why would you ever wait 12 hours to produce a Mule if you could capture it or earn the money to buy one in a fraction of the time? Plus, it has the opportunity cost of locking your queue for 12 hours, preventing you from building anything else during that time. If the bottleneck is shifted more towards resources instead of static time limits, then the player can actively engage in the game's systems to work towards their goal.
The motto of X3 is TRADE, FIGHT, BUILD, THINK. Use this combination to overcome the problem. Trade resources you can't produce, fight for resources you can't trade, build stations to supplement and eventually satisfy demand, think to make it all come together. If your HQ does not have enough crystals to produce a ship, then you think about how to acquire crystals. Trade crystals with one of the races. Steal crystals from a TS. Build a crystal fab. If you are enemies with Split but need Rastar, use agents to steal the Rastar Refinery blueprint or intercept some Rastar traders. Or, plan ahead by acquiring the blueprints before becoming their enemy. Under this system you are gated by how effectively you as a player can extract resources from the game. Under the current system, you are gated by how long you can leave the game open. Since, nothing you do can improve the situation. Your only options are to seldom use it, or afk with SETA enabled.
However, as I said, changing to this system is perhaps too much to expect, so simply reducing the time scaling on the high end is a decent bandaid.