Author Topic: v17 Discussion  (Read 3191 times)

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Offline Erik Luken

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v17 Discussion
« on: November 11, 2015, 02:55:12 PM »
Yap about it here.
 

Offline boggo2300

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Re: v17 Discussion
« Reply #1 on: November 11, 2015, 02:59:36 PM »
OK, exactly what I wanted, however what about a way of demolishing a decommissioned facility to free up the slots?
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Offline Erik Luken

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Re: v17 Discussion
« Reply #2 on: November 11, 2015, 03:07:15 PM »
OK, exactly what I wanted, however what about a way of demolishing a decommissioned facility to free up the slots?

Happy? :)
 

Offline boggo2300

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Re: v17 Discussion
« Reply #3 on: November 11, 2015, 03:13:47 PM »
c'mon,  you be getting instant feedback!

something in the multi faction start (thanks!!)  you may want to specify the 5% penalty is off the tax income adjusted by pop size,  my first reading was -5% of the 7035 rather than the 2638

since I have 10 factions in my game,  thanks for the 40% penalty!!!!

hmm, what would be the result when a faction is merged or destroyed?  logically the penalty for all survivors would become 5% less,  might be worth mentioning.
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Offline Erik Luken

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Re: v17 Discussion
« Reply #4 on: November 11, 2015, 03:19:03 PM »
c'mon,  you be getting instant feedback!

something in the multi faction start (thanks!!)  you may want to specify the 5% penalty is off the tax income adjusted by pop size,  my first reading was -5% of the 7035 rather than the 2638

since I have 10 factions in my game,  thanks for the 40% penalty!!!!

hmm, what would be the result when a faction is merged or destroyed?  logically the penalty for all survivors would become 5% less,  might be worth mentioning.

You're welcome on that :D

That's why I included the example. But mathematically, it comes out to the same number. :)

RAW states "Each population past the second imposes a -5% penalty to values globally." So it follows in my brain that if your faction count on that planet is reduced, so is the penalty.
 

Offline boggo2300

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Re: v17 Discussion
« Reply #5 on: November 11, 2015, 05:47:59 PM »
Defence Installations;

there's mention of them having latest generations of Armour, Shields and ECM/ECCM  what about sensors, especially important if they're going to be firing missiles or drones?
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Offline Erik Luken

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Re: v17 Discussion
« Reply #6 on: November 11, 2015, 06:09:19 PM »
Defence Installations;

there's mention of them having latest generations of Armour, Shields and ECM/ECCM  what about sensors, especially important if they're going to be firing missiles or drones?

That should include sensors. But not necessarily long range scanners.

I might work up something to customize PDCs.
 

Offline boggo2300

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Re: v17 Discussion
« Reply #7 on: November 11, 2015, 08:41:26 PM »
I'd actually specifically exclude long range sensors because of the existence of scanning installations.

if you go into depth with PDC's I'd include something on Orbital, or even deep space bases as well, that should be relatively easy though, build a ship without engines like Starfire!

but that would make a difference on ground and orbital slots as well, I think if you start doing rules for customizing PDC's it will grow pretty quickly, for example a PDC with Troop bays = Barracks, a PDC with Long Range Sensors = Scanning Installation

on a very loosely related tangent,  why do Intelligence Agencies consume so many slots? like 1 more than a Fleet Command Centre
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Offline Erik Luken

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Re: v17 Discussion
« Reply #8 on: November 12, 2015, 08:30:48 AM »
on a very loosely related tangent,  why do Intelligence Agencies consume so many slots? like 1 more than a Fleet Command Centre

Ummm because.

As for the PDCs, I would put in something that it needs to have weapons to qualify as a PDC. Otherwise it is <insert other facility here>
 

Offline boggo2300

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Re: v17 Discussion
« Reply #9 on: November 12, 2015, 02:38:54 PM »
Hmm something I've just thought of,  primarily because in my setup I'm not going to have anyone with a Shipyard at start of play;

Construction of Missiles and Drones.  especially since they and Small Craft are the 2 things in the shipyard table not rated in tons,  especially for missiles I could see it being worthwhile for colonies without a shipyard but with a defence facility being able to make missiles.  had you considered taking a leaf out of Steve's book and having Ordinance and Small Craft factories?

Actually for early spaceflight something like Starfires being able to very inefficiently build a streamlined ship without Shipyard as well?

(though to be honest Missiles & Drones are the ones I'm most interested in your answer on)

Actually if you moved those three out, you could streamline shipyard build rates a bit

have a fixed construction rate based on quality and size of the yard maybe

like 100 tons per level of Construction Tech, +5 per grade of administrator per turn
then just have *10 for Mothballing, *5 Reactivating, *2 Refitting, *.5 repairing

« Last Edit: November 12, 2015, 03:01:08 PM by boggo2300 »
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Offline Erik Luken

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Re: v17 Discussion
« Reply #10 on: November 12, 2015, 03:09:26 PM »
I can see the planetary industry building them. I'd need to play with some numbers though.

Quick off the cuff... The Population Build Rate * 5 in tons for ships. BR * 5cp for Mines/Missiles. BR * 2.5cp for Drones.
These are modified by the Industrial Index.

Small craft are sort of the odd man out. They have a flat rate as opposed to the tons/cp of the others. I might say 1 small craft per month.

I'm not sure it is stated anywhere, but Industrial Index should affect the BR for populations as well as the shipyard rates.
 

Offline boggo2300

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Re: v17 Discussion
« Reply #11 on: November 12, 2015, 03:26:59 PM »
I like that,  and those figures seem pretty good,  gives a default starting pop of small core,   Ships 30 tons, 30cp of missiles and 15cp of drones.


On page 67 you have " Industrial Bonus (+5%/+1-%) Race has a bonus of +5%/+1-% to build rates.
so it does state it, maybe clarify it to be all build rates, for Shipyards and Planetary Industry.
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Offline boggo2300

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Re: v17 Discussion
« Reply #12 on: November 12, 2015, 03:36:25 PM »
you may also want to check the relationship between Research Facilities and Universities,  the only advantage a University has over 2 Research is 5000 cheaper,  for same ground slots (though research has option of orbital) 10 improvement points more, requires a large core over small, not transportable, and 2 research each with an administrator can perform at least one more project than a University.

Incidentally I'd be slightly inclined to reverse the order of them as well,  make the University the lower tier one, with the dedicated research facilities the tier 2 facility;

CERN for example is much newer and more focussed on tech breakthroughs than most European universities.
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Offline Erik Luken

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Re: v17 Discussion
« Reply #13 on: November 12, 2015, 03:54:26 PM »
I like that,  and those figures seem pretty good,  gives a default starting pop of small core,   Ships 30 tons, 30cp of missiles and 15cp of drones.


On page 67 you have " Industrial Bonus (+5%/+1-%) Race has a bonus of +5%/+1-% to build rates.
so it does state it, maybe clarify it to be all build rates, for Shipyards and Planetary Industry.

That's the racial trait. I'm talking about the Improvement tech line. (see your income post) ;)
 

Offline Erik Luken

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Re: v17 Discussion
« Reply #14 on: November 12, 2015, 03:56:06 PM »
you may also want to check the relationship between Research Facilities and Universities,  the only advantage a University has over 2 Research is 5000 cheaper,  for same ground slots (though research has option of orbital) 10 improvement points more, requires a large core over small, not transportable, and 2 research each with an administrator can perform at least one more project than a University.

Incidentally I'd be slightly inclined to reverse the order of them as well,  make the University the lower tier one, with the dedicated research facilities the tier 2 facility;

CERN for example is much newer and more focussed on tech breakthroughs than most European universities.

That does make sense. When I've had more than 4 hours of sleep because of Fallout 4, I'll look into it more :)
 

 

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