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January 18th, 2003, 07:50 AM
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Sergeant
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Re: The Ultimate ship design
gryphin, with this game (meaning SE4).... not even once. Ok, once, but it was intentional. I learned that lesson a long time ago playing stars!. At least in this game, it can still colonize the planet, and most people use population trasports anyway, so sending one out with no pop is no big deal.
To change the flavor of this thread, I just built my first porta-builder and want to remote mine an asteroid field. it has 776/301/754 for the resources. I want to design a good all-around starbase remote mining facility. This is the design I put together.
master computer
5/each of the 3 remote miners
3/shield5
1/emissive3
1/multiplex4
1/combat sensor1
1/ecm3
1/repair3
1/stealth armor 3
1/scattering armor3
2/security station1
2/shield depleter5
5/CSM4
4/PDC5
5/anti-proton7
Cost 31kt/1500/5960
maint 3856/187/745
takes 1.3 yrs to build.
The question is, what would you do differently?
[ January 18, 2003, 05:52: Message edited by: couslee ]
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January 18th, 2003, 08:31 AM
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Shrapnel Fanatic
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Re: The Ultimate ship design
I would say "Don't waste the resources by having different types of miner on the same ship/base", but seeing as the place will Last for 70 years of game time, I don't suppose it really matters.
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January 18th, 2003, 08:52 AM
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Re: The Ultimate ship design
Quote:
Originally posted by Suicide Junkie:
I would say "Don't waste the resources by having different types of miner on the same ship/base".
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Why though? if your setting up an immoveable mining operation why wouldn't you want to stripmine all 3 resources?
Or do you handle remote mining differently? (ie ship based instead of station based)
edit in:
you would put 15 of one type and grind out the single resource instead? then what, retrofit the next batch?
or perhaps use a smaller space station chassis.hmmm
Just trying make a decent design. as you said, it's going to Last for the better part of a game.
[ January 18, 2003, 06:56: Message edited by: couslee ]
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January 18th, 2003, 09:04 AM
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Shrapnel Fanatic
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Re: The Ultimate ship design
The asteroid is lowered in value by 1% for each resource that is mined for each turn that passes, no matter if 1 miner is used, or 15. So, using multiple types depletes multiple resources faster than if you use all of one type, then retrofit later.
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January 18th, 2003, 09:21 AM
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Re: The Ultimate ship design
i cheated, i created remote miners based upon the monolith. it requires that you have the same level in each of the normal extraction skills plus stellar manipulation so lvl 3 mononlith miner needs lvl 3 organic extraction, mineral extraction, radioactive extraction and steller manipulation. lvl 1 500 of each resource, lvl 2 600 of each resource, lvl 3 700 of each resource. they require 1500 of each resource to build. i'm sure if someone does the math that this is not cost effective but hey it works for me. now i just need to figure out how to do the ai's so they can use them.
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January 18th, 2003, 09:40 AM
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Major General
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Re: The Ultimate ship design
Quote:
Originally posted by David Gervais:
What the game needs is a 'Tug-ship' class where 75% must be Engines! add a Bridge, CQ, LifeSupport and Armor to take up the rest! LoL
It would be kind of funny to see a huge fleet being pulled by a bunch of tiny 'tugs'! LoL
Cheers!
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In VGA planets it was quite common to build very large battlecarriers without engines, then having a small tugboat towing it into combat. Saved a lot of resources that way (2 engines instead of 8).
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January 18th, 2003, 10:10 AM
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Lieutenant General
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Re: The Ultimate ship design
I remember that in SEIII, you were not permitted to design a ship without at least one engine. I wonder why that feature was removed?
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January 18th, 2003, 12:48 PM
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Shrapnel Fanatic
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Re: The Ultimate ship design
You should have the option to make an engine-less ship. It is all about more features. 
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January 18th, 2003, 01:35 PM
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Re: The Ultimate ship design
Quote:
Originally posted by Imperator Fyron:
The asteroid is lowered in value by 1% for each resource that is mined for each turn that passes, no matter if 1 miner is used, or 15. So, using multiple types depletes multiple resources faster than if you use all of one type, then retrofit later.
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Ok, good reason to specialise them. i hope the 1% irregardless was not another fix they didn't tell us about.
I am fairly sure my homeworld started out 1mil of each of the 3. it started out with a mess of mineral miners, and one each of the other two. the homeworld values are now 458/927/931. So I am thinking the 1% max has been changed as well.
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January 18th, 2003, 03:57 PM
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Re: The Ultimate ship design
Well Fyron, looks like a day for it. first the intel discovery, now this.
Resources on turn 7.1
458/927/931
Resources on turn 7.2
451/926/930
Facilities present
6 level-2 miners (900)
1 level-2 organic (900)
1 level-1 radioactive (800)
Racial traits that apply:
-15% to organic and radioactive production. mineral production still at 100%.
+30% production from population
+20% production from happiness
So, the 1% max limit per turn reduction is not in the game anymore either, it calculates it on the extraction rate. (makes more sence anyway).
So, back to my original question. what else would you change on the design. lol
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