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-   -   Slowing your training facilities (http://forum.shrapnelgames.com/showthread.php?t=11058)

Ed Kolis January 7th, 2004 12:13 AM

Slowing your training facilities
 
I had an idea on how to make training facilities that slow down over time, representing diminishing returns, or "you can't teach an old horse new tricks" http://forum.shrapnelgames.com/images/icons/icon12.gif Unfortunately it doesn't seem to work, because multiple ship training abilities on the same facility don't work; it seems to be "one ability per planet", not "one facility per planet" is effective... what I did is, I made one training ability that trains at 1% per turn up to 6%, one that trains at the same rate but up to 10%, and another that goes up to 12%. That way, for the first 2 turns, you'd be training at 3% a turn, for the second 2 turns it would be 2%, and for the final 2 turns it would be 1%. I know it didn't work but I thought I'd bring it up in case it sparked any ideas... http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron January 7th, 2004 12:18 AM

Re: Slowing your training facilities
 
That is similar to how P&N tried to have training facilities work quite some time ago. In addition to not stacking, the highest ability level of each type is used from all facilities on the planet. So, having a 3/turn to max 10 facility and a 1/turn to max 20 facility ends up with training of 3/turn all the way up to 20.

You could use the system training ability to get 3% up to 6%, and then use a planet facility to do 1% up to 20% or whatver. Might want to make the system one do 2% per turn, since one system and one planet training facility do add, so you don't want to get 4%/turn accidentally. http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie January 7th, 2004 12:22 AM

Re: Slowing your training facilities
 
The main problem, as I think you noted, was that each planet gets the best rate over all facilities AND the best max over all facilities.

The only way to prevent someone from combining a low-max/high-rate with a high-max/low-rate to get a high/high planet is to force one facility per planet.

You can also do it with ships/bases...
For training abilities, each ship/base acts as a separate planet.
If you make the costs of the high-maximum components very high, then players will only be able to afford one or two.
The lower ones would be cheaper, and more could be built and maintained...
If each base had a rate of 1, they would add, so up to the "cheap" level training, the player would have lots, and it would proceed fast.
Beyond that, only the expensive base would be able to contribute additional training points, and the rate of experience gathering would slow...

PvK January 9th, 2004 08:27 AM

Re: Slowing your training facilities
 
Has training from ships/bases/units been tested to work?

PvK

DavidG January 9th, 2004 03:29 PM

Re: Slowing your training facilities
 
How about something like this:

Basic Training Facility: 2% per year up to 10%

Advanced Training Facility (cannot be on same planet as Basic Training): 1% per year up to 15

and maybe a thrid type.

Fyron January 9th, 2004 06:48 PM

Re: Slowing your training facilities
 
Quote:

Originally posted by PvK:
Has training from ships/bases/units been tested to work?

PvK

<font size="2" face="sans-serif, arial, verdana">It works from ships/bases. No idea about units. Look at P&N PBW (the most recent Versions).

Quote:

cannot be on same planet as Basic Training
<font size="2" face="sans-serif, arial, verdana">You can not restrict facilities. The only available restriction is the space yard ability, which leads to a whole host of problems trying to use that to restrict anything.

[ January 09, 2004, 16:50: Message edited by: Imperator Fyron ]


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