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-   -   Derlicts (http://forum.shrapnelgames.com/showthread.php?t=10179)

Phoenix-D August 21st, 2003 11:54 PM

Derlicts
 
Ever gotten annoyed at having a ship that is all but destroyed, but you're still paying full price for it?

I found a way to fix that problem. http://forum.shrapnelgames.com/images/icons/icon7.gif I'll put out a small mod soon. If you give each component a positive Maintance Reduction value, that component will increase the cost of the ship's maintance. But if its destroyed, the maintance 'reduction' no longer applies, and the maintance cost goes down.

The tricky part is assigning the right values, so a player doesn't get shafted by maintance OR build a maintance-free (or negative maintance!) ship..

Suicide Junkie August 22nd, 2003 12:08 AM

Re: Derlicts
 
I just send a rescue fleet with a repair ship, supply tanker and an escort wing of warships.

Of course, if I were a ruthlessly efficient dictator, I'd just have the nearest ship make a detour and destroy the ship with its guns.

Phoenix-D August 22nd, 2003 12:12 AM

Re: Derlicts
 
This is going to be tricky..

SJ: yep, those are options. Still odd to be paying to maintain a piece of useless wreckage though.

Lord_Shleepy August 22nd, 2003 12:25 AM

Re: Derlicts
 
***Startled abruptly from deep slobbery sleep***

Harumph! What? Hm? Where? Oh...ahem.

***Wipes drool from chin and strikes dramatic pose***

Ahh...but it does inspire some particularly spiteful tactics doesn't it old boy? There is nothing more soothing than watching the lifeless, rusting hulks of an enemy's ships drift through space...while gloating over the expense that they are incurring.

***Shuffles off in search of fuzzy slippers***

narf poit chez BOOM August 22nd, 2003 01:09 AM

Re: Derlicts
 
ah, that could make a good mod to get people to use smaller ships. just remove the mounts, and have every 25kt count for 1% maintanence or something...

Phoenix-D August 22nd, 2003 01:10 AM

Re: Derlicts
 
Hmm. Going to have to limit it to control components and the most valuable parts of the ship.

Bridge (+5)
Life Support (+2 each)
Crew Quarters (+1 each)
MC (+15)
Engines (+1 each)
Solar Sail (+3- its delicate)
Space Yard (+5)
repair bays (+1)
stellar manip (+4)

So a LC would cost 5+2+1+6+3 = 17% maintance with the required stuff, engines, and a sail. With a MC, it would cost 15+6+3 = 24%

A battle cruiser? 5+3+2+6+3 = 19% or 24%.

A baseship? 5+10+5+2+3 = 25% or 15+2+3 20%

Those numbers look reasonable? The MC % may need some tweaking..

Fyron August 22nd, 2003 01:31 AM

Re: Derlicts
 
Wow... +4 for a stellar manip comp... those are going to be some expensive ships to maintain! http://forum.shrapnelgames.com/images/icons/shock.gif

Have you considered how this affects the Maintenance Aptitude trait?

Suicide Junkie August 22nd, 2003 01:36 AM

Re: Derlicts
 
The (base 25% minus Maintenance aptitude) multiplies with (the sum of those modifiers). Should be good.
A ship with just a bridge will cost 5% more than normal, while a base with a bridge will cost 10% more than normal.

Phoenix-D August 22nd, 2003 02:53 AM

Re: Derlicts
 
SJ, I'm not completely sure I follow that. Care to give an example?

Also, I'll probably use have base maintance at 100%, with appropriate subtrations for ships and bases.

EDIT: Fryon, I'll probably reduce the stellar manip costs to compensate..except for warp openers, which IMO are powerful enough to deserve the extra cost.

[ August 22, 2003, 01:54: Message edited by: Phoenix-D ]

narf poit chez BOOM August 22nd, 2003 03:05 AM

Re: Derlicts
 
4% doesn't seem like alot for stellar manip. i mean, 15% for MC? why'd a MC be that much?

ok, humor aside, i do have a point.


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