Page 22 of 83

Posted: 2005-01-11 10:04pm
by Jaded Masses
You know, innocent, ignoring my posts completely doesn't strike me as very good game play....

Posted: 2005-01-11 10:19pm
by Beowulf
If anyone's directed any posts to me, it might be a good idea to PM me, so I know to look. I've been on vacation.

Posted: 2005-01-11 11:35pm
by Hotfoot
Frigid has requested that I pass on that he is having some major computer issues, and is unable to post in a regular fashion at the moment.

Posted: 2005-01-11 11:52pm
by Marcao
Frigid, Dahak I apologize for having taking so long to respond. I will be posting as early as possible, probably tonight. I got take a bit off course over the last few days. meh.

Posted: 2005-01-12 03:58am
by Murazor
Thirdfain 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.
Thanks for the support, but I will take a Regional, I think.

Posted: 2005-01-12 04:13am
by Crayz9000
Thirdfain 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.
I think the rest of us Grand powers might just... object ;)

Posted: 2005-01-12 05:40am
by Murazor
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.

Posted: 2005-01-12 09:53am
by Rogue 9
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.

Posted: 2005-01-12 10:05am
by Darksider
Crayz9000 wrote: I think the rest of us Grand powers might just... object ;)
As would I, since when I joined I was informed that all the Grand Power slots were taken.........

Posted: 2005-01-12 10:31am
by Ace Pace
Rogue 9 wrote:*snip*
Thanks, if this gets accepted it helps alot.

Have you givin thought to how much time would it take to build a large shipyard? say one with 6 berths, atleast one the size of a big capital ship?

Posted: 2005-01-12 01:10pm
by InnocentBystander
Jaded Masses wrote:You know, innocent, ignoring my posts completely doesn't strike me as very good game play....
I think, perhaps, that you missed my post on page 10. I believe I took everything into account- it was a pretty big post. But that was a few days ago already.

Posted: 2005-01-12 01:13pm
by InnocentBystander
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>
Per year?

Posted: 2005-01-12 01:15pm
by Captain tycho
Yes, it would be nice if you specified. :)

Posted: 2005-01-12 01:15pm
by Ace Pace
InnocentBystander wrote:
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>
Per year?
Per shipyard?

Posted: 2005-01-12 01:25pm
by InnocentBystander
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.

Posted: 2005-01-12 01:27pm
by Ace Pace
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.
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?

Posted: 2005-01-12 01:48pm
by Dahak
Ace Pace wrote:
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.
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?
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.

Posted: 2005-01-12 01:56pm
by Ace Pace
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 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.

Posted: 2005-01-12 02:00pm
by Dahak
Ace Pace wrote:
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 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.
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.

Posted: 2005-01-12 02:05pm
by Ace Pace
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.
No, don't exagerate my words.

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.

Posted: 2005-01-12 02:07pm
by Dahak
Ace Pace wrote:
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.
No, don't exagerate my words.

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.
But building that big shipyard certainly would draw resources from elsewhere, so your normal ship building might suffer as long as you build it...

Posted: 2005-01-12 02:10pm
by Rogue 9
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. :roll: 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.

Posted: 2005-01-12 02:10pm
by Ace Pace
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? :P

Posted: 2005-01-12 03:23pm
by SirNitram
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? :P
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.

Posted: 2005-01-12 03:59pm
by Beowulf
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.
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:

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
As far as time scale goes, I tihnk it should be the above amount per in game year.