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Posted: 2005-02-25 08:49pm
by Nieztchean Uber-Amoeba
Thirdfain wrote:Yes, your OOB should be updated regularly. However, I'm at a loss as to how your fleet would have grown significantly this early. did you start the game with some ships under construction?
Yes. Also note that I have six shipyards, and my economy does not require any food production or other things like housing, though energy consumption is extraordinarily high to fuel the massive collective. But don't worry, I'll wait a few months before Battleforce Thunder is completed and assigned to reclamation. Though you can expect a tiny trickle of small, weak ships until then, mostly to fill out the ranks as ships are destroyed by pirate cruisers.
EDIT: By the trickle, I mostly mean refitting those 5 space-hulks over a period of about a month into Ralphas.
Posted: 2005-02-25 11:44pm
by Thirdfain
Nieztchean Uber-Amoeba wrote:
EDIT: By the trickle, I mostly mean refitting those 5 space-hulks over a period of about a month into Ralphas.
A hulk with weapons and systems strapped on will be just that, and no match for a real warship. If anything besides that was the case, I could just turn the 40+ capship hulls floating over Desjardins from the Second Battle into a double-sized Grand Fleet.
Posted: 2005-02-25 11:52pm
by SirNitram
Your progress rate will be as for your power. Failure will have OOC consequences, and possibly also the Corsair Republic annexing you violently.
Posted: 2005-02-26 12:13am
by Nieztchean Uber-Amoeba
Thirdfain wrote:Nieztchean Uber-Amoeba wrote:
EDIT: By the trickle, I mostly mean refitting those 5 space-hulks over a period of about a month into Ralphas.
A hulk with weapons and systems strapped on will be just that, and no match for a real warship. If anything besides that was the case, I could just turn the 40+ capship hulls floating over Desjardins from the Second Battle into a double-sized Grand Fleet.
Perhaps. However, you'd think that several hulls with only some holes straight through their collective nodes and the same tech as the rest of my empire would be more salvageable than most wrecks which would be found on a former battlefield.
Posted: 2005-02-26 12:41am
by Agent Fisher
What are the growth rates again?
Posted: 2005-02-26 01:06am
by Beowulf
Agent Fisher wrote:What are the growth rates again?
no one knows. Maybe the mods should get off their asses...
Posted: 2005-02-26 01:21am
by Pablo Sanchez
Beowulf wrote:no one knows. Maybe the mods should get off their asses...
Grow too fast and you'll find out.
Posted: 2005-02-26 01:34am
by Rogue 9
That kind of standard led to great disparity in fleet sizes last time around as I built at what I thought was a reasonable rate while everyone else was churning out ten or twenty capital ships every three months. There's got to be some form of regulation.
Posted: 2005-02-26 09:36am
by Nieztchean Uber-Amoeba
Better take this down...
*begins writing* You have too many when the mods kick your ass... Build 10 or 10 capital ships per month.

Posted: 2005-02-26 10:19am
by consequences
Beowulf wrote:Agent Fisher wrote:What are the growth rates again?
no one knows. Maybe the mods should get off their asses...
Well, I'm using your numbers, and haven't heard any bitching yet.
Posted: 2005-02-26 11:07am
by InnocentBystander
Maybe they won't notice if I add a 0 to the each of my build numbers

Posted: 2005-02-26 11:15am
by Thirdfain
Either Beowulf or Rogue's percentage system will be adopted, we'll get to you all briefly. Post construction, and edit it when we make our call.
Perhaps. However, you'd think that several hulls with only some holes straight through their collective nodes and the same tech as the rest of my empire would be more salvageable than most wrecks which would be found on a former battlefield.
All the good hulks would have been salvaged long ago by pirates, feifdoms, or feudal lords. You'll be getting what wasn't picked up over the last couple hundred years.
Posted: 2005-02-26 12:09pm
by Dahak
I did go with one of the schemes, I think it was Rogue's...
Posted: 2005-02-26 12:24pm
by Nieztchean Uber-Amoeba
Thirdfain wrote:Either Beowulf or Rogue's percentage system will be adopted, we'll get to you all briefly. Post construction, and edit it when we make our call.
Perhaps. However, you'd think that several hulls with only some holes straight through their collective nodes and the same tech as the rest of my empire would be more salvageable than most wrecks which would be found on a former battlefield.
All the good hulks would have been salvaged long ago by pirates, feifdoms, or feudal lords. You'll be getting what wasn't picked up over the last couple hundred years.
Ah, but pirates have no use for ships with no rooms, halls, or life-support systems for that matter.
Posted: 2005-02-26 12:34pm
by Thirdfain
Nieztchean Uber-Amoeba wrote:
Ah, but pirates have no use for ships with no rooms, halls, or life-support systems for that matter.
If the ships were in as goood shape as you said, they'd be taking them just for their weapons and electronics.
Posted: 2005-02-26 12:40pm
by SirNitram
Nieztchean Uber-Amoeba wrote:Thirdfain wrote:Either Beowulf or Rogue's percentage system will be adopted, we'll get to you all briefly. Post construction, and edit it when we make our call.
Perhaps. However, you'd think that several hulls with only some holes straight through their collective nodes and the same tech as the rest of my empire would be more salvageable than most wrecks which would be found on a former battlefield.
All the good hulks would have been salvaged long ago by pirates, feifdoms, or feudal lords. You'll be getting what wasn't picked up over the last couple hundred years.
Ah, but pirates have no use for ships with no rooms, halls, or life-support systems for that matter.
*Snorts* Metal has value. Weapons have value. Engines have value. All can be bought and sold. And such a pathetic ship will be easily capturable.
Posted: 2005-02-26 12:43pm
by Thirdfain
The best way to increase your production capacity is to increase your size. This is done by politics and war.
Posted: 2005-02-26 01:34pm
by Cabwi Desco
see now this is why i suddenly started colonizing open space just to the west of my power. more planets more raw materials, and eventually industry.
each power has to have at least one drydock capable of builing a superdread or supercarrier, right? or else the capability would be null.
a question, do Ion cannons still have the same capablities in this modified verse as they do in SW?
Posted: 2005-02-26 02:12pm
by Crayz9000
I think the best way to put it is: It's not how many ships you have, it's how you use them.
As for ion cannons, they exist in modified form to defeat other measures, and are typically called ion beams. Ion cannons still exist of course, but ion beams tend to drain shields and shut down systems at a continuous rate (though the massive surge caused by a ion cannnon shot can still be useful).
Posted: 2005-02-26 02:13pm
by SirNitram
Disabling weapons exist, yea. If you check my OOB, my ships make large-scale use of ionic disruptors and effectors.
Posted: 2005-02-26 02:26pm
by Cabwi Desco
SirNitram wrote:Disabling weapons exist, yea. If you check my OOB, my ships make large-scale use of ionic disruptors and effectors.
yeah and mine use Ion Cannons as well, but my question was do they have the same capabilities as the ones in the SW universe and that question was answered. thanks.
In that case, are we allowed to have Planetary Ion Cannons like the ones on hoth defending our planets?
another question probably better suited for SW forum but what would the hoth Ion Cannon have done to say an executor sized warship?
Posted: 2005-02-26 02:30pm
by SirNitram
Planetary defense grids exist, but will not stop an invasion force unless you were to actually invest points in 'em, and then, only as much as ships would.
They can delay an invading force for reinforcements that are nearby, but don't expect them to hold out while your ship comes from the far end of the quadrant.
Posted: 2005-02-26 04:51pm
by Thirdfain
Cabwi Desco wrote:see now this is why i suddenly started colonizing open space just to the west of my power. more planets more raw materials, and eventually industry.
each power has to have at least one drydock capable of builing a superdread or supercarrier, right? or else the capability would be null.
a question, do Ion cannons still have the same capablities in this modified verse as they do in SW?
Slow colonization gets you a increase in powe which literally takes multiple game years to be realised. Conquering feifdoms, and more imporantly, PC nations, will give you the most rapid leg up.
Posted: 2005-02-26 07:01pm
by Dahak
Cabwi, I just hope by "SC" you don't mean me and my nice nation?
Cabwi wrote:(ooc the SC code was easily broken, our slicers found it a piece of cake)
Posted: 2005-02-26 07:09pm
by consequences
Dahak wrote:Cabwi, I just hope by "SC" you don't mean me and my nice nation?
Cabwi wrote:(ooc the SC code was easily broken, our slicers found it a piece of cake)
He meant Sparata, and it was rather sad, if that was the only code actually being used.