Author Topic: Build Rate Adjustment  (Read 6618 times)

0 Members and 1 Guest are viewing this topic.

Offline Erik L (OP)

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5654
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Build Rate Adjustment
« on: May 04, 2014, 01:33:06 AM »
On page 59 of the PDF, in table 88, it gives standard build rates for various items. This table is for a shipyard's build rate.

The missile/drone/fighter rates seem a bit low. So now it is:

Mines/Missiles = 200cp/turn + 10cp per grade
Drones = 100cp/turn + 5cp per grade
Small Craft = 8/turn + 1 per grade

Excess build rate is convertible. If you have 50 tons left on a ship, then you can dedicate the remainder to missile/drone/small craft production. In this case 100cp of missile, 50cp of drones or 4 small craft.

Offline Sematary

  • Moderator
  • Commodore
  • *****
  • Posts: 732
  • Thanked: 7 times
Re: Build Rate Adjustment
« Reply #1 on: May 04, 2014, 01:34:24 AM »
Sounds good, we can see how the new adjustments work.
 

Offline boggo2300

  • Registered
  • Rear Admiral
  • **********
  • Posts: 895
  • Thanked: 16 times
Re: Build Rate Adjustment
« Reply #2 on: May 04, 2014, 02:23:28 AM »
something that may become useful later on, shipping crated missiles/drones, smallcraft/fighters in cargo holds might be something to think about as well
The boggosity of the universe tends towards maximum.
 

Offline Erik L (OP)

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5654
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: Build Rate Adjustment
« Reply #3 on: May 04, 2014, 11:16:33 AM »
something that may become useful later on, shipping crated missiles/drones, smallcraft/fighters in cargo holds might be something to think about as well
Missiles and drones I can see. Small craft, not so much. A cargo shuttle has a cargo capacity of 200tons. So you are talking at least 400-500 tons just for one shuttle.

Offline Sematary

  • Moderator
  • Commodore
  • *****
  • Posts: 732
  • Thanked: 7 times
Re: Build Rate Adjustment
« Reply #4 on: May 04, 2014, 11:45:34 AM »
There is also the fact that Erik and I talked about shuttles being about the size of 747s with cargo shuttles being close to twice that size. Shuttles are really big.
 

Offline boggo2300

  • Registered
  • Rear Admiral
  • **********
  • Posts: 895
  • Thanked: 16 times
Re: Build Rate Adjustment
« Reply #5 on: May 04, 2014, 04:50:51 PM »
I was more thinking of crated fighters for forward replenishment of combat losses on a carrier tbh,   just threw smallcraft in as "something similar to fighters" thing
The boggosity of the universe tends towards maximum.
 

Offline Erik L (OP)

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5654
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: Build Rate Adjustment
« Reply #6 on: May 04, 2014, 10:04:22 PM »
No F-16 sized fighters :)

Offline boggo2300

  • Registered
  • Rear Admiral
  • **********
  • Posts: 895
  • Thanked: 16 times
Re: Build Rate Adjustment
« Reply #7 on: May 04, 2014, 10:09:10 PM »
fair enough,  I think munitions ships are probably most likely to be needed,  I suppose you could build a ship full of Magazines to cover that though, however transfer time between ships would need to be covered
The boggosity of the universe tends towards maximum.
 

Offline Sematary

  • Moderator
  • Commodore
  • *****
  • Posts: 732
  • Thanked: 7 times
Re: Build Rate Adjustment
« Reply #8 on: May 04, 2014, 10:10:48 PM »
For crating I would imagine you have to set them down at a friendly population and then have them unpacked at a rate of 2-5 times what you can build them for, and for that matter pack them at the same rate. And I agree with Erik and only have that for missiles/mines/drones.
 

Offline Erik L (OP)

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5654
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: Build Rate Adjustment
« Reply #9 on: May 04, 2014, 10:24:56 PM »
Hmm... cargo transfer rules...

hmmm... Nothing in there at the moment I see. I'll have to figure something out.

Offline Sematary

  • Moderator
  • Commodore
  • *****
  • Posts: 732
  • Thanked: 7 times
Re: Build Rate Adjustment
« Reply #10 on: May 04, 2014, 10:26:32 PM »
And this is why I wanted to have you in on this game. We are helping to make Astra Imperia a better game.
 

Offline boggo2300

  • Registered
  • Rear Admiral
  • **********
  • Posts: 895
  • Thanked: 16 times
Re: Build Rate Adjustment
« Reply #11 on: May 05, 2014, 12:13:45 AM »
ooh,   another thought snuck up on me,  what about a tech for improving Shipyard construction, instead of only quality improving it?
The boggosity of the universe tends towards maximum.
 

Offline Sematary

  • Moderator
  • Commodore
  • *****
  • Posts: 732
  • Thanked: 7 times
Re: Build Rate Adjustment
« Reply #12 on: May 05, 2014, 12:19:26 AM »
While that would help mid to late game, by that time you should have enough planets to make that not really matter (although it might when ships get to cruiser and above sizes). Right now if any of the players dedicated all of the orbital slots on their Core sized homeworld, they could only do 400 tons a month and considering most early game ships are in the 2,000 ton range that is still about 6 turns IF all orbital slots are taken up. I would suggest either shipyards take up less space, someway to add more slips or something to make a shipyard do more than 100 tons a turn, or have the base amount be higher.
 

Offline boggo2300

  • Registered
  • Rear Admiral
  • **********
  • Posts: 895
  • Thanked: 16 times
Re: Build Rate Adjustment
« Reply #13 on: May 05, 2014, 12:34:59 AM »
yeah I think the starting capacity should be much higher,  or at least quickly scalable,   it takes 40 months for the Experience over time on a shipyard to topple it over the first grade to Poor (assuming all facilities get that, not just ships) and that's the ONLY time based one it gets,  which improves it's build rate to 105 tons,   that still seems a little low to me,  since Newport News built something like 200 liberty ships from 1940 to the end of the war (not quite the same I know)

Actually,  what about this for an idea;
A bonus to Shipyard build rates tied to the level of Construction Tech the empire has?
« Last Edit: May 05, 2014, 03:13:00 AM by boggo2300 »
The boggosity of the universe tends towards maximum.
 

Offline Erik L (OP)

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5654
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: Build Rate Adjustment
« Reply #14 on: May 05, 2014, 03:34:01 PM »
Build Rates should be modified by the Industrial Index. This starts as x1, but as you improve Manufacturing Tech, it can increase up to x6.