quote:
I would have thought that 50% of the current design upgrade limit would apply to individual resource types, rather than the sum of the totals. That seems mroe sensible, and likely.
I might agree this is more sensible, but it is not the way it is right now.
You could build a ship that is completely, or nearly completely, minerals for example, and and upgrade it to one that has a mixture, as long as the total of all three resources of the new ship is not more than 150% of the total of the resources of the previous design.
Of course you are still spending the difference in all three resource types, so it's not like you are getting something for nothing.
Personnally I would like to see the 50% limit removed, but have repair bays and space yards repair components based their resource content just like consturcting them does.
To have it one way for construction and another for repair doesn't make sense to me. Having them work the same way would eliminate the problem.
If the idea is to not have repairing a component "cost" anything additional, then simply don't remove the resources from the treasury while repairing, but use the same principle when deciding how long the repair takes.
It's kind of ludicrous that it takes the same amount of time to repair a Gravitational Quantum Resonator V as it does an Armor I component, even though it is 10 times as large, and 2400 times

as expensive.
[This message has been edited by geoschmo (edited 19 February 2001).]