Author Topic: v1.13.0 Changes Discussion Thread  (Read 68390 times)

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Offline Droll

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Re: v1.13.0 Changes Discussion Thread
« Reply #90 on: December 28, 2020, 08:53:06 PM »
I just wanted to clarify, does the armour repair that happens in hangers cost MSP or is it free?

It costs MSP
 

Offline Vasious

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Re: v1.13.0 Changes Discussion Thread
« Reply #91 on: December 29, 2020, 11:16:38 PM »
Possibly a dumb question, but how to the RP modules fit in to damage?

Ignored/excluded or damageable?
 

Offline RougeNPS

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Re: v1.13.0 Changes Discussion Thread
« Reply #92 on: December 29, 2020, 11:38:29 PM »
They will probably be a 1 hit to destroy kinda thing.
 

Offline Steve Walmsley (OP)

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Re: v1.13.0 Changes Discussion Thread
« Reply #93 on: January 02, 2021, 07:53:06 AM »
Possibly a dumb question, but how to the RP modules fit in to damage?

Ignored/excluded or damageable?

The HTK is equal to the square root of the size. I've updated the rules post with that information.
 

Offline serger

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Re: v1.13.0 Changes Discussion Thread
« Reply #94 on: January 02, 2021, 08:57:11 AM »
Sorry for possibly dumb question, but what is the use of larger shield generators? If I may judge from the post (http://aurora2.pentarch.org/index.php?topic=8495.msg102769#msg102769), they are simultaneously more expensive (BC, TNM require, RC) and more vulnerable per size sum, having no advantage I can see comparable to stacked smaller generators.
 

Offline TheTalkingMeowth

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Re: v1.13.0 Changes Discussion Thread
« Reply #95 on: January 02, 2021, 09:02:54 AM »
Sorry for possibly dumb question, but what is the use of larger shield generators? If I may judge from the post (http://aurora2.pentarch.org/index.php?topic=8495.msg102769#msg102769), they are simultaneously more expensive (BC, TNM require, RC) and more vulnerable per size sum, having no advantage I can see comparable to stacked smaller generators.

Not really the right thread (better to ask in the thread for small questions), but the answer is that larger shield generators have a shield output bonus.

2xsize 10 generators produce a weaker shield than 1xsize 20 generator.
 

Offline Jorgen_CAB

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Re: v1.13.0 Changes Discussion Thread
« Reply #96 on: January 02, 2021, 10:27:01 AM »
Sorry for possibly dumb question, but what is the use of larger shield generators? If I may judge from the post (http://aurora2.pentarch.org/index.php?topic=8495.msg102769#msg102769), they are simultaneously more expensive (BC, TNM require, RC) and more vulnerable per size sum, having no advantage I can see comparable to stacked smaller generators.

You gain more shield strength the larger the shield generator is... SQRT(HS/10) times the shield strength.

So a strength 3 size 5 shield have 10.6 shield points and a size 20 have 84.8 shield points.

They both recharge the same amount of points per 5 sec interval for their size though.
 

Offline serger

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Re: v1.13.0 Changes Discussion Thread
« Reply #97 on: January 02, 2021, 03:10:54 PM »
Aw. "Normal strength" is a strength per ton, not a strength of 10HS generator!
 

Offline Jorgen_CAB

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Re: v1.13.0 Changes Discussion Thread
« Reply #98 on: January 02, 2021, 03:26:08 PM »
Aw. "Normal strength" is a strength per ton, not a strength of 10HS generator!

It is the normal strength per HS of shield generator which is *1 at size 10 due to the formula. So a strength 3 size 10 shield generator have 30 shield point (strength 3 times 10 HS).
 

Offline SpaceMarine

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Re: v1.13.0 Changes Discussion Thread
« Reply #99 on: January 03, 2021, 12:29:31 PM »
Steve can you clarify something for me with the repair yards, can the yards provide the ability for you to overhaul ships? If so this gives me a lot of ideas and uses for forward operating bases that can have repair yards, or secondary colonies with repair yards that have ships stationed there.
 

Offline nuclearslurpee

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Re: v1.13.0 Changes Discussion Thread
« Reply #100 on: January 03, 2021, 12:32:06 PM »
Note that as Repair Yards are upgraded like commercial shipyards, they are faster and cheaper to construct than a naval shipyard with the same capacity. They provide a much cheaper option for military repair capacity, allowing naval shipyards to focus on construction. The cost of a specific ship repair will remain the same in all types of shipyard.

This will be lovely for making distant naval outposts easier to set up, very nice.

Steve can you clarify something for me with the repair yards, can the yards provide the ability for you to overhaul ships? If so this gives me a lot of ideas and uses for forward operating bases that can have repair yards, or secondary colonies with repair yards that have ships stationed there.

Maintenance facilities and MSP are required for an overhaul, not shipyards. I can't recall if you also need a spaceport, but in any case the shipyard is not used for overhauls.
 

Offline SpaceMarine

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Re: v1.13.0 Changes Discussion Thread
« Reply #101 on: January 03, 2021, 12:34:02 PM »
am misremembering then, my bad, but yea this is a really nice addition.
 

Offline Droll

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Re: v1.13.0 Changes Discussion Thread
« Reply #102 on: January 03, 2021, 12:52:28 PM »
How many workers will the new repair yards need per tonnage of ship serviced?
Will it be less than naval yards?

Edit: Nvm I just re-read the post, same as commercial
 

Offline Froggiest1982

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Re: v1.13.0 Changes Discussion Thread
« Reply #103 on: January 03, 2021, 01:40:42 PM »
I assume it will now not possible to repair ships in normal shipyards, correct?

If not, has the displacement bug been fixed?

Offline Steve Walmsley (OP)

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Re: v1.13.0 Changes Discussion Thread
« Reply #104 on: January 03, 2021, 01:46:42 PM »
Steve can you clarify something for me with the repair yards, can the yards provide the ability for you to overhaul ships? If so this gives me a lot of ideas and uses for forward operating bases that can have repair yards, or secondary colonies with repair yards that have ships stationed there.

No, they are still shipyards, not maintenance facilities.