|
|
|
 |

January 18th, 2003, 12:48 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: The Ultimate ship design
You should have the option to make an engine-less ship. It is all about more features. 
|

January 18th, 2003, 01:35 PM
|
Sergeant
|
|
Join Date: Jan 2003
Posts: 390
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
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.
__________________
It's all just a perspective of matter.
|

January 18th, 2003, 03:57 PM
|
Sergeant
|
|
Join Date: Jan 2003
Posts: 390
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
__________________
It's all just a perspective of matter.
|

January 18th, 2003, 06:31 PM
|
 |
General
|
|
Join Date: Mar 2002
Location: Indiana
Posts: 3,229
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: The Ultimate ship design
I would get rid of all the weapons , unless of course the system it is in is undefended and way out beyond your front lines. Doing so will free up more space and you can mine alot more.
When I remote mine I use baseship hulls. I put 2 engines, the LS, CQ, and bridge, and then QR, and possibly a cloaking device. Then I fill the rest up with miners. (One type per ship design.) So for each baseship hull that I build for remote mining I can get a average of over 20K per turn from having it packed full of miners.
Your base I'm sure coule average 25-30K in each resource per turn if you packed it out.
Just a suggestion.
__________________
Ragnarok - Hevordian Story Thread
-------------------
I think...therefore I am confused.
They were armed. With guns, said Omari.
Canadians. With guns. And a warship. What is this world coming to?
The dreaded derelict dwelling two ton devil bunny!
Every ship can be a minesweeper... Once
|

January 18th, 2003, 06:44 PM
|
Sergeant
|
|
Join Date: Jan 2003
Posts: 390
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: The Ultimate ship design
I had thought about that, clearing out the weapons (and related) components. But being this my first time through, i didn't want to desing and easy kill if the AI created a worm hole right to that system. I am building a couple, as waiting for answers has moved slower than my game  .
I do not have a ship hull large enough for remote mining yet. I got lucky with a conquest, and a ruins, and got my space station tech maxed out early.
I was trying to think on more of a long term plan. not so much streching out the resources, as preparing for possible attacks. once the asteroid field was strip mined, I was going to retrofit it to a shipright's yard. Do ship yard components stack? because the 2k limits makes the component stink imo. takes forever to build anything
__________________
It's all just a perspective of matter.
|

January 18th, 2003, 08:38 PM
|
 |
General
|
|
Join Date: Mar 2002
Location: Indiana
Posts: 3,229
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: The Ultimate ship design
Quote:
Originally posted by couslee:
Do ship yard components stack? because the 2k limits makes the component stink imo. takes forever to build anything
|
No they do not stack. Only one Space Yard component per ship and only one component can build any given item at any given time. The 2K limit does stink, but right now we just have to deal with it. 
__________________
Ragnarok - Hevordian Story Thread
-------------------
I think...therefore I am confused.
They were armed. With guns, said Omari.
Canadians. With guns. And a warship. What is this world coming to?
The dreaded derelict dwelling two ton devil bunny!
Every ship can be a minesweeper... Once
|

January 18th, 2003, 10:02 PM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: The Ultimate ship design
The 1% reduction is what miners do in the unlimited resource game, where the resource values are percentages. I don't know what they do in a limited resource game (which you appear to be playing), where the resource values are in kT.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|