STGOD 2K5 OOC Thread
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I think the rest of us Grand powers might just... objectThirdfain wrote:Murazor! My old nemesis!
Pick a power level and post an OOB, I'd support you in anything up to and including a Grand power.
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There is something interesting/dangerous in New Terra? I think that I will pick the very extreme of the Sagitarius Arm, in the Galactic North and I would like to know what I might found in the neighbourhood.
I would also like to know something about the Affront, considering that I haven't found the OOB.
I would also like to know something about the Affront, considering that I haven't found the OOB.
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Okay, seeing how we still don't have a construction system, I sat down and did a few minutes of number crunching. I decided upon the normal growth rate of a minor power and went from there, scaling up based on the starting ships of the various power levels. The system for review is as follows:
Minimal military construction:
Minor; .5 cap, 1.5 crs, 7.5 esc
Regional; 1 cap, 3 crs, 15 esc
Major; 1.5 cap, 4.5 crs, 22.5 esc
Grand; 2 cap, 6 crs, 30 esc
Normal military construction:
Minor; 1 cap, 3 crs, 15 esc
Regional; 2 cap, 6 crs, 30 esc
Major; 3 cap, 9 crs, 45 esc
Grand; 4 cap, 12 crs, 60 esc
Arms Race/Military Buildup
Minor; 2 cap, 6 crs, 30 esc
Regional; 4 cap, 12 crs, 60 esc
Major; 6 cap, 18 crs, 90 esc
Grand; 8 cap, 24 crs, 120 esc
Wartime Production:
Minor; 3 cap, 9 crs, 45 esc
Regional; 6 cap, 18 crs, 90 esc
Major; 9 cap, 27 crs, 135 esc
Grand; 12 cap, 36 crs, 180 esc
Emergency Production:
Minor; 4 cap, 12 crs, 60 esc
Regional; 8 cap, 24 crs, 120 esc
Major; 12 cap, 36 crs, 180 esc
Grand; 16 cap, 48 crs, 240 esc
Note that wartime and especially emergency production are hard on the national economy; they represent the devotion of a large portion of the nation's industry to military buildup. These should not be undertaken lightly, and emergency production cannot be sustained for extended periods in any case. Details of this will be hammered out later; I can't stay online.
Minimal military construction:
Minor; .5 cap, 1.5 crs, 7.5 esc
Regional; 1 cap, 3 crs, 15 esc
Major; 1.5 cap, 4.5 crs, 22.5 esc
Grand; 2 cap, 6 crs, 30 esc
Normal military construction:
Minor; 1 cap, 3 crs, 15 esc
Regional; 2 cap, 6 crs, 30 esc
Major; 3 cap, 9 crs, 45 esc
Grand; 4 cap, 12 crs, 60 esc
Arms Race/Military Buildup
Minor; 2 cap, 6 crs, 30 esc
Regional; 4 cap, 12 crs, 60 esc
Major; 6 cap, 18 crs, 90 esc
Grand; 8 cap, 24 crs, 120 esc
Wartime Production:
Minor; 3 cap, 9 crs, 45 esc
Regional; 6 cap, 18 crs, 90 esc
Major; 9 cap, 27 crs, 135 esc
Grand; 12 cap, 36 crs, 180 esc
Emergency Production:
Minor; 4 cap, 12 crs, 60 esc
Regional; 8 cap, 24 crs, 120 esc
Major; 12 cap, 36 crs, 180 esc
Grand; 16 cap, 48 crs, 240 esc
Note that wartime and especially emergency production are hard on the national economy; they represent the devotion of a large portion of the nation's industry to military buildup. These should not be undertaken lightly, and emergency production cannot be sustained for extended periods in any case. Details of this will be hammered out later; I can't stay online.
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Per year?Rogue 9 wrote:Okay, seeing how we still don't have a construction system, I sat down and did a few minutes of number crunching. I decided upon the normal growth rate of a minor power and went from there, scaling up based on the starting ships of the various power levels. The system for review is as follows: <SNIP>
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Per shipyard?InnocentBystander wrote:Per year?Rogue 9 wrote:Okay, seeing how we still don't have a construction system, I sat down and did a few minutes of number crunching. I decided upon the normal growth rate of a minor power and went from there, scaling up based on the starting ships of the various power levels. The system for review is as follows: <SNIP>
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Because if a minor starts out with the build ammount specified in Rogue's post, then decides to build another shipyard so it can build more at the same time?InnocentBystander wrote:Per shipyard? Why bother? Shipyards are simply things to "defend". You could have 100 or 1, same capacity to build, just different ways of defending.
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I would think these numbers would represent the number of ships a nation of given power level can construct in a tbd time unit, be it a year say, regardless of the number of shipyards.Ace Pace wrote:Because if a minor starts out with the build ammount specified in Rogue's post, then decides to build another shipyard so it can build more at the same time?InnocentBystander wrote:Per shipyard? Why bother? Shipyards are simply things to "defend". You could have 100 or 1, same capacity to build, just different ways of defending.
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You mean regardless of any ingame changes? that seams harsh if the game intends to go on for a long time, minors and regionals expanding should somehow affect that kind of stuff.Dahak wrote: I would think these numbers would represent the number of ships a nation of given power level can construct in a tbd time unit, be it a year say, regardless of the number of shipyards.
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Of course your nation may grow, but it still is a long way from minor to major and there are no sudden changes that will boost your nations total productivity.Ace Pace wrote:You mean regardless of any ingame changes? that seams harsh if the game intends to go on for a long time, minors and regionals expanding should somehow affect that kind of stuff.Dahak wrote: I would think these numbers would represent the number of ships a nation of given power level can construct in a tbd time unit, be it a year say, regardless of the number of shipyards.
You just can't expect, say, Morroco to suddenly start cranking out ships in numbers to rival the USN.
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No, don't exagerate my words.Dahak wrote: Of course your nation may grow, but it still is a long way from minor to major and there are no sudden changes that will boost your nations total productivity.
You just can't expect, say, Morroco to suddenly start cranking out ships in numbers to rival the USN.
But if Morroco decides to build a big shipyard(and does so, and has the technical capability to use it), of any level, it will help its military growth.
Also, the U.S, if needed, would build another shipyard, and used it, of course its rate of building would grow.
I'm not saying building a shipyard means going from minor level stats to regional level stats, but lets see someone builds a big shipyard, so its a +1 to his building, so if a minor built a big shipyard its stats COULD be:
Normal military construction:
Minor; 1.5 cap, 4 crs, 20 esc
Up a small ammount from the earlier level.
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But building that big shipyard certainly would draw resources from elsewhere, so your normal ship building might suffer as long as you build it...Ace Pace wrote:No, don't exagerate my words.Dahak wrote: Of course your nation may grow, but it still is a long way from minor to major and there are no sudden changes that will boost your nations total productivity.
You just can't expect, say, Morroco to suddenly start cranking out ships in numbers to rival the USN.
But if Morroco decides to build a big shipyard(and does so, and has the technical capability to use it), of any level, it will help its military growth.
Also, the U.S, if needed, would build another shipyard, and used it, of course its rate of building would grow.
I'm not saying building a shipyard means going from minor level stats to regional level stats, but lets see someone builds a big shipyard, so its a +1 to his building, so if a minor built a big shipyard its stats COULD be:
Normal military construction:
Minor; 1.5 cap, 4 crs, 20 esc
Up a small ammount from the earlier level.
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1.) It's per 6 months or per year, depending on whatever an appropriate build time is decided to be. (In STGOD4 some players were cranking out a new battle fleet every three months, which I find to be just a tad bit extreme...)
2.) No, you can't triple your production by simply declaring that three of your systems have shipyards. This is because a.) I would not assemble a system so vulnerable to and in fact built to encourage such blatant powergaming as that and b.) you are still limited by resources; you can have all the giant factories you want, but if you don't have enough raw materials to run them at full capacity, you're just being inefficient. I may put together a system of smaller bonuses for various factors like multiple asteroid mining operations or multiple shipyards, but you're not going to just increase production exponentially because you started with more than one shipyard system in your OOB.
2.) No, you can't triple your production by simply declaring that three of your systems have shipyards. This is because a.) I would not assemble a system so vulnerable to and in fact built to encourage such blatant powergaming as that and b.) you are still limited by resources; you can have all the giant factories you want, but if you don't have enough raw materials to run them at full capacity, you're just being inefficient. I may put together a system of smaller bonuses for various factors like multiple asteroid mining operations or multiple shipyards, but you're not going to just increase production exponentially because you started with more than one shipyard system in your OOB.
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It takes more than assembly plants and rocks to build starships. You need crew, trained professionals, supply lines, and so on. We're not going into that level of detail; you get that level of production per 'cycle'(Whatever that will be decided as), and you can't simply ramp up production easily by declaring you built more yards. Increasing production requires an increase in size. And colonies are a very slow return investment.Ace Pace wrote:Obviously it would require resources, as your current yards switch to producing the matirials and equiptment for building a yard, but it would be helpful.
I mean, what use is colonising worlds if you have nothing to do with them?
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Although the system itself seems ok, I think the actual numbers should be based off the initial ship points. Minimal would be around 5%, Normal 10%, Military Buildup 20%, Wartime 30%, Emergency 40%. This would result in the following numbers:Rogue 9 wrote:Okay, seeing how we still don't have a construction system, I sat down and did a few minutes of number crunching. I decided upon the normal growth rate of a minor power and went from there, scaling up based on the starting ships of the various power levels. The system for review is as follows:
Minimal military construction:
Minor; .5 cap, 1.5 crs, 7.5 esc
Regional; 1 cap, 3 crs, 15 esc
Major; 1.5 cap, 4.5 crs, 22.5 esc
Grand; 2 cap, 6 crs, 30 esc
Normal military construction:
Minor; 1 cap, 3 crs, 15 esc
Regional; 2 cap, 6 crs, 30 esc
Major; 3 cap, 9 crs, 45 esc
Grand; 4 cap, 12 crs, 60 esc
Arms Race/Military Buildup
Minor; 2 cap, 6 crs, 30 esc
Regional; 4 cap, 12 crs, 60 esc
Major; 6 cap, 18 crs, 90 esc
Grand; 8 cap, 24 crs, 120 esc
Wartime Production:
Minor; 3 cap, 9 crs, 45 esc
Regional; 6 cap, 18 crs, 90 esc
Major; 9 cap, 27 crs, 135 esc
Grand; 12 cap, 36 crs, 180 esc
Emergency Production:
Minor; 4 cap, 12 crs, 60 esc
Regional; 8 cap, 24 crs, 120 esc
Major; 12 cap, 36 crs, 180 esc
Grand; 16 cap, 48 crs, 240 esc
Note that wartime and especially emergency production are hard on the national economy; they represent the devotion of a large portion of the nation's industry to military buildup. These should not be undertaken lightly, and emergency production cannot be sustained for extended periods in any case. Details of this will be hammered out later; I can't stay online.
Code: Select all
Cap Cru Esc
Minimal
Minor .75 1.5 12.5
Regional 1.5 3.5 25
Major 2.25 5 37.5
Grand 3 6.5 50
Normal
Minor 1.5 4 25
Regional 3 7 50
Major 4.5 10 75
Grand 6 13 100
Buildup
Minor 3 8 50
Regional 6 14 100
Major 9 20 150
Grand 12 26 200
Wartime
Minor 4.5 12 75
Regional 9 21 150
Major 12.5 30 225
Grand 18 39 300
Emergency
Minor 6 16 100
Regional 12 28 200
Major 18 40 300
Grand 24 52 400
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