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February 28th, 2003, 09:51 PM
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First Lieutenant
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Re: retro-multi-model construction???
Hmmm, usually my end product ship (you're calling yours a stardestroyer) is many many times more expensive than my input ship (you're calling this the barebones ship).
Because my end product ship usually exceeds the input ship by 5 to 10 fold in cost, it would not be possible for me to upgrade from the "barebones" ship to the "stardestroyer" in only 1 to 2 turns (because of the 50% rule). I'd suggest that you should actually exploit this "feature" more, rather than less by increasing the cost differential between your input ships and output ships! Of course the cost to your empire will be that you will definitely need to increase 1) your resource production 2) the amount of resource storage and 3) the number of repair components on either ships or bases to allow the retroseries to work well.
If you really feel that retroseries is imbalanced, then you could cease using it or mod. the required files to make it even more expensive  . I personally find that I need to build up a substantial infrastructure in order to retroseries well, and that this balances everything out (ie. now I've got to spend time building repair ships, more storage facilities, etc.)
just my thoughts,
jimbob
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Jimbob
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February 28th, 2003, 11:18 PM
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First Lieutenant
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Re: retro-multi-model construction???
Quote:
Originally posted by jimbob:
Hmmm, usually my end product ship (you're calling yours a stardestroyer) is many many times more expensive than my input ship (you're calling this the barebones ship).
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It costs about 200k minerals to build a warp-opener (not a star-destroyer, I know...) in two turns using retro-series. Certainly not out of reach for most games I've played.
Quote:
Originally posted by jimbob:
If you really feel that retroseries is imbalanced, then you could cease using it or mod. the required files to make it even more expensive
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Doesn't help in games already started... and if my opponent might be using it...
Quote:
Originally posted by jimbob:
I personally find that I need to build up a substantial infrastructure in order to retroseries well, and that this balances everything out (ie. now I've got to spend time building repair ships, more storage facilities, etc.)
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You are probably going to want to do these things regardless, and my main concern is with building a few Stellar Manip ships of various flavors. For that purpose, worst case is you would have to build an extra repair base and storage facility...
-Spoon
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March 1st, 2003, 03:48 AM
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Captain
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Re: retro-multi-model construction???
From spoon:
Quote:
It costs about 200k minerals to build a warp-opener (not a star-destroyer, I know...) in two turns using retro-series. Certainly not out of reach for most games I've played.
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Okay, spoon, I'll bite. How can you do that in two turns!? Details please.
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March 1st, 2003, 03:50 AM
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Shrapnel Fanatic
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Re: retro-multi-model construction???
Quote:
Originally posted by spoon:
quote: Originally posted by Imperator Fyron:
No, it is not at all buggy in any way. Gamey, sure. But for it to be a bug, it would have to function contrary to how it is intended to function.
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I disagree. I don't think it was intended to be able to build a Star Destroyer in two turns. And if it was intended, then I call that a design flaw, which is just as bad as a bug. Be as dissatisfied as you want. I am stating the facts.
Quote:
Originally posted by Grandpa Kim:
From spoon:
quote: It costs about 200k minerals to build a warp-opener (not a star-destroyer, I know...) in two turns using retro-series. Certainly not out of reach for most games I've played.
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Okay, spoon, I'll bite. How can you do that in two turns!? Details please. Read the whole thread. 
[ March 01, 2003, 01:52: Message edited by: Imperator Fyron ]
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March 1st, 2003, 05:09 AM
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Captain
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Re: retro-multi-model construction???
from Imperator Fyron
Quote:
Originally posted by Grandpa Kim:
From spoon:
quote: It costs about 200k minerals to build a warp-opener (not a star-destroyer, I know...) in two turns using retro-series. Certainly not out of reach for most games I've played.
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Okay, spoon, I'll bite. How can you do that in two turns!? Details please. Read the whole thread. [/QB][/quote]
Read the thread initially and have now re-read it. I'm no smarter. I still see no way to build a warp opener in only 2 turns, simul or turn-based.
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Okay, I figured a way to do it in turn based, and it is glossed over in this thread. Apologies to everyone. 
[ March 01, 2003, 03:21: Message edited by: Grandpa Kim ]
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Those who can, do.
Those who can't, teach.
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March 1st, 2003, 06:08 AM
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First Lieutenant
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Location: California
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Re: retro-multi-model construction???
Quote:
Originally posted by Imperator Fyron:
Be as dissatisfied as you want. I am stating the facts.
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heh, not sure I'm dissatisfied. After all, it's these counter-intuitive, poorly documented, is-it-a-bug-or-is-it-a-feature type of minutia that keep me one step ahead of the riff-raff.
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March 1st, 2003, 06:14 AM
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Shrapnel Fanatic
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Re: retro-multi-model construction???
GK: The answer is also partly in the title of the thread.
You build a cheap design that can be completed in 1 turn.
You then retrofit it to a design 50% more expensive.
You retrofit THAT to a design 50% more expensive than the Last.
Repeat as nessesary.
By the time you've doen it 10 times, you can be left with a ship 50x more expensive that the original hull.
Turn 2, you repair the components, and you now have 1 super-expensive ship completed way ahead of schedule and many times OVERbudget. Since you pay for both putting components in and taking them out, you've spent way more money than just building the thing straight up would have.
If you wanted to build a sphereworld in two turns using this method, it would cost somthing like 6 million resources instead of 300,000.
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