Suggestion: Med Bay capacity/price balancing
Posted: Mon Jun 18, 2012 11:18 am
Hey guys!
great work on the game. Been playing it alot since beta launched.
A thought on balancing that makes sense to me.. I never upgrade the medbay. The upgrades are pricy and scrap is scarce. The default healing rate is sufficient for any type of combat situation and since there is no time pressure outside of combat there's no way I'm wasting 35 or even 95 scrap to pointlessly speed up healing.
So my suggestion would be to lower the price of the medbay upgrades to 25, 45, lower the speed bonuses slightly to perhaps 2x, 4x, and change the capacity to 1,2,3 simultaneous.
So, overall this would be a nerf to the medbay, but making the upgrade viable when running a boarding build and optional when going weapons or drones. I think every upgrade should have it's uses and currently there are a few, the medbay chief among them, that don't feel quite worth the scrap.
Has anyone else had more positive experiences with the way the medbay currently upgrades?
great work on the game. Been playing it alot since beta launched.
A thought on balancing that makes sense to me.. I never upgrade the medbay. The upgrades are pricy and scrap is scarce. The default healing rate is sufficient for any type of combat situation and since there is no time pressure outside of combat there's no way I'm wasting 35 or even 95 scrap to pointlessly speed up healing.
So my suggestion would be to lower the price of the medbay upgrades to 25, 45, lower the speed bonuses slightly to perhaps 2x, 4x, and change the capacity to 1,2,3 simultaneous.
So, overall this would be a nerf to the medbay, but making the upgrade viable when running a boarding build and optional when going weapons or drones. I think every upgrade should have it's uses and currently there are a few, the medbay chief among them, that don't feel quite worth the scrap.
Has anyone else had more positive experiences with the way the medbay currently upgrades?