Credits

Which race do you like most? What do you like - what you don't like? Discuss it here.
posted on December 18th, 2003, 9:54 pm
how can you change the number of credits you can get? i cant build nothin, the research takes most of them up!
please help me out
posted on December 18th, 2003, 10:48 pm
Last edited by cts006 on December 19th, 2003, 12:18 am, edited 1 time in total.
Hello and welcome to the forums, Where u change the creds is in the menu where u chose teh seting for instant action.. The max creds is iether 10 or 15. (im leaning T'wards 10)

EDIT: My research has shown that 10 is the higest...
posted on December 19th, 2003, 1:10 am
I would agree that the credits are a bit on the stingy side, a few more would help, not too many coz that would defeat the object, but double, 20, would be nice.
posted on December 19th, 2003, 1:13 am
20 would defeat the pourpose
posted on December 19th, 2003, 1:26 am
How so, ud still only be able to build a limited number of major ships. The resources (when not infinet -i kant spell-) would prevent u ship-rushing.
posted on December 19th, 2003, 2:50 am
thats only considering the feds, with the borg 20 creds would mean all techs avalible.
posted on December 19th, 2003, 5:59 am
Last edited by LtCdr on December 19th, 2003, 6:00 am, edited 1 time in total.
I would recommend to give each ship a credit value, from 1 for the scout to 10 for the most powerful ships. The amount of credits could be s.th. around 50. So it´s your decision, if you attack with a few powerful ships or a huge fleet of small vessels.
posted on December 19th, 2003, 7:14 am
Last edited by Optec on December 19th, 2003, 7:14 am, edited 1 time in total.
Welcome to the forums :)

in beta3 there will be neutral stations which can be occupied and grant you additional credits as long as you control them. of course the enemy can caputre them to, so you have to defend your additonal credits,
besides that, the maximum credit ammount which can be selected at gamestart will PERHAPS be increased to 15.

by the way: Fleet Operations is not designed to play with reduced construction time, infinite resources or something. if you select these option you do so at your own risk. Fleet Operations loses many aspects we tried so hard to achieve if you use these settings and we can not guarantee that all races will be balanced with inifinte resources.
posted on December 19th, 2003, 10:40 am
I have seen that 10 credits limit in game is just fine with all the races.
If the limit is increased to 15 then more research and other options should be increased to compensate for that.

I've only played infinate resources to see how both teams "played out" faster.
posted on December 19th, 2003, 3:10 pm
yep, the hireable mercenaries will also need credits to hire
posted on December 19th, 2003, 8:58 pm
dude, that credit system would be just like the old offcier system except more refiend to do what it was designed to do.
posted on December 26th, 2003, 2:18 pm
perhaps the cerdits will be handled a bit different in beta3. i'm thinking about increasing the credit count to 20, but also increasing the credit costs. it would make no real difference to now, but it would allow us to make more specific credit costs for the mercenaries, cause not every ship which can be hired is worth a full credit in the old system
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