Bernd wrote: ↑Sun, 3. Jan 21, 00:23
Lord Crc wrote: ↑Sat, 2. Jan 21, 19:39
I mentioned it elsewhere but, as much as I complain here, I do enjoy the game a lot!
Secondly the the difficulty scaling is kinda inverted. Like in my current game I got a shipyard and I just queued up 20 L destroyers. They'll take a wee bit to build but once I get them they can plow through most things. If 10 of them gets destroyed, meh, I'll queue up 10 more. The key issue is that there's no upkeep. If you can build a ship, there's no reason not to. Two ships are better than one, and fifty are better than two.
I do not believe that excessive upkeep is a great solution to this problem as it also complicates the game further and will eventually feel like a chore. However I agree to your general point of adding more counter balance for late game. It is OTOH of course a never ending struggle for us, there will always be a point where you saturate the end game and we can not focus our attention entirely on an area of the game that only a relatively small fraction of players ever reach.
"Feel like a chore"... why do you think that? I'm actually really curious. "Search your feelings". Have you played other games with upkeep ? To me, playing other games with upkeep for units (e.g. total war series) and buildings (e.g. Stellaris) it never feels like a chore to see that you only make very little money due to your disproportionaly large army - compared to your economic power.
The important pre-requisite is, that it needs to be easy to see in your account balance how much you lose because of upkeep. Without that, yes it could be considered a chore - because you dont know where to look. Very beneficial are also methods to identify where to look to reduce your upkeep (so maybe a sector list and the cumulative upkeep inside them). And also display upkeep per ship when you buy/build them.
It results in much more interesting gameplay, because you actually have to balance your economics and your military. In X4 (and all predecessors), once you have an economic setup, you can make thousands of ships and never worry about your economy again. There is no need to ever improve your economy - unless you want to build more ships even faster. And in essence, that means you can dominate the entire universe with only a small amount of stations. Anything beyond that is superfluous. In X4 you can slowly build up a big "doomstack" of ships and bulldoze everything with it. In other games you need the economy to be able to do that. That means you need more production, and more resource gathering. That also usually means that getting access to those resources becomes important, and you have to fight for it. Although in X you can gather resources everywhere that is not hostile**, so that does not directly apply here.
You also dont ever need to optimise your economy, because there is simply no cost to it once it exists. In other games that is a huge part of the game - optimising your economy. Of course it could be decided from gameplay perspective that just ships (or even just combat ships) have maintenance, not stations. But imo stations and traders should have them too, because all those things would expand the THINK part of the game significantly.
Another benefit is, that it adds a whole other level to consider when choosing your ships of your fleet - giving possibility to use ships that are low upkeep but not that great in stats. This makes it much more interesting to ponder over what to use.
And as always... a modifier for amount of upkeep would be a prime candidate for a difficulty selection menu. Since it only affects the player and his progress toward "Overwhelming power".
____________________________________________________________
**Btw: If you introduce diplomacy - mining rights (the right to mine minerals in that factions sector) could be something interesting to explore... As form of punishment that does not directly equal "ok now we shoot you". Maybe even more: Mining rights, Docking rights, Right of passage (through gates/highways etc). It could even be expanded on "per sector" but that could get complicated - unless it is easily presented in the UI. Might also involve costs if you want to reaquire them (provided you lost them previously).