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June 16th, 2003, 12:25 PM
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Re: Weapons, engines and mods, Oh my!
Sorry, IF, but IMHO, the Proportions have proper QNP. The system you are advocating is IMHO, the pseudo-QNP for reasons outlined very clearly by PvK.
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June 16th, 2003, 06:00 PM
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Re: Weapons, engines and mods, Oh my!
"Actually, with QNP, there should be no limit on how many engines you can put on any ships."
QNP..quasi newtonian propulsion. Why would there not be any engine limits? the Shuttle runs under newtonian system, and you can't go strapping 30 engines on. Engineering limits. 
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June 16th, 2003, 06:20 PM
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Re: Weapons, engines and mods, Oh my!
That's cause the shuttle is a really small ship. That's where the engineering difficulty lies.
Check out the shuttle on launch... its a little teeny bridge, a cargo bay to make it useful, and the rest is all engines.
There is no reason why you can't have a ship that is a little bridge/lifesupport/crewquarters combo, sitting on top of a huge pile of engines.
Just look at any Earthly launch vehicle these days. 95% engines.
Even with a low-surface area ship, you can put the fuel tanks in the middle and have lots of tubes running to the nozzles at the back 
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June 16th, 2003, 09:02 PM
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Re: Weapons, engines and mods, Oh my!
Quote:
Originally posted by Phoenix-D:
QNP..quasi newtonian propulsion. Why would there not be any engine limits? the Shuttle runs under newtonian system, and you can't go strapping 30 engines on. Engineering limits.
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Limits past the size of the ship...
Oleg:
See SJ's post. Specific hull-based engine limits are counter to the goal of QNP, as they strictly limit the possibilities for propulsion designs for your ships.
[ June 16, 2003, 20:03: Message edited by: Imperator Fyron ]
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June 16th, 2003, 09:06 PM
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Re: Weapons, engines and mods, Oh my!
We likely could strap 30 engines on the shuttle if we assembled it orbit.
Actaully in reality I think their would be no concrete limit to the number of engines you could put on a ship. Although what would happen, and I think this is what Fyron and SJ were trying to say, is that putting an engine on a ship by itself increases the mass of the ship. In SEIV terms there is a limit to the number of engines for a specific hull size becasue once you reach a certain number of engines you have in effect changed the hull to the next size up.
Geoschmo
[ June 16, 2003, 20:10: Message edited by: geoschmo ]
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June 16th, 2003, 09:56 PM
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Re: Weapons, engines and mods, Oh my!
Quote:
Originally posted by Andres:
Yes it was something about those lines.
It may be related the only time I tried to play in proportions I went bankrupt under the manteinance of my ships and the micromanaging hell pf my colonies.
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Yeah, many players get surprised/disappointed by the smaller fleet size that is maintainable in a standard Proportions game. Ideally, there should perhaps be two Versions, or altered settings for people who want to be able to have massive fleets. Actually it's a simple change which I did mention in some long-lost thread: just increase the planet values by say 10x, or whatever increased bankroll you want everyone to have. (Ideally, the resource storage values would be increased similarly, but that's not that big a deal, nor hard to do).
Quote:
But no, larger sizes should REDUCE, not increase cost and manteinance.
Of course that building and mantaining large ships cost much more than building a small one.
And in many cases using a ship only as big a needed is a good way to save.
But in real-world economies, large scale does significantly reduce costs. For example jumbojets and supertankers.
Why do you think they keep trying to make those things even larger?
They may be harder to build, require more technical refinenemts than smaller vessels, and of course each one needs a much larger inVersion to be built, but in the large picture they save money.
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Larger ships can be more efficient in Proportions too, in the same way they can in real life - by being able to do more. Many of the same factors that multiply the ability of larger ships in the unmodded game are still present in Proportions. Large capital ships can be quite devastating, and larger transports can carry multiples of what smaller ones can, etc. In Proportions though, the attributes of larger hulls aren't ALL advantages.
Mainly, reality is much more complex than SE4, and it seems to me from considering real-world examples, that one of the constants is that bigger is almost universally more expensive per unit measure rather than less - it's up to the larger and more expensive designs to realize their worth through even better performance.
Detailed rambling musings on same, for those interested:
Smaller ships can use many more standard components, while larger ones require much more specialized large-scale equipment and infrastructure to build and maintain, as well as special skills and technologies developed to deal with their special problems.
For example, when the US re-commissioned WW2 battleships in the 1980's, there were many specialized skills for using their equipment which had been completely lost.
Building and maintaining a brand new fleet of gunboats of equal mass to a single battleship would be much less expensive, because it can be done with relatively standard industry and equipment. Whole new facilities and technologies need to be developed and supported in order to build and operate massive ships, in part because many of the required items (materials, facilities, know-how, and technologies) don't exist for any other purpose. Also, in reality, the more times you build the same device, the less the total effort, and not only are small ships generally built in more numbers, but there would be more of the required items that duplicate with existing non-military items. Such things can't be directly represented in SE4, but the maintenance cost seems like the most applicable place to me.
PvK
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June 16th, 2003, 10:31 PM
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Re: Weapons, engines and mods, Oh my!
Well yes, that's sort of my view, as well. Ship classes don't just represent to me the ability to build a ship of a certain size, but the ability to build a certain design, or which size is only one part. I have 1800kT colony ships available from the start, but I don't think that includes the ability to build a 1700kT propulsion system for a 100kT command module, and have it be linearly efficient compared to a more reasonable design.
I did consider adding a "Faster Ships" tech area, to allow developing engineering for ship designs with more propulsion capacity. I also considered other tech areas for other types of ship classes. However SE4's interface starts getting clunky when there are tons of ship classes, so it seemed like more clunk than it was worth, although I did add a couple of areas for specialized "Fast Colony Ships" and carriers, due to fan requests.
There are also issues to consider from the very abstract SE4 movement and combat systems, as well as from a game balance perspective. Most basically, if a ship design has enough of a speed advantage over its enemies, it can do silly things in combat compared to weapon ranges. This can cause imbalances with unrealistic tactics that take advantage of the lack of opportunity fire in the combat engine, such as ramming or hit-and-run without the enemy being able to fire back at all. Moreover, it can imbalance the need for research into (and ship design related to)propulsion if speed increases can be acquired by tacking on an extra engine for 10kT, compared to having to do extensive research and costly deployment of advanced engines.
Now, there might or might not be a way to re-design the entire set of values for combat and propulsion components in order to address all of this in a different way, for the purpose of satisfying a desire for more flexibility in the number of engines that can be stacked on a design, but that wasn't what I was trying to do.
PvK
Quote:
Originally posted by geoschmo:
We likely could strap 30 engines on the shuttle if we assembled it orbit.
Actaully in reality I think their would be no concrete limit to the number of engines you could put on a ship. Although what would happen, and I think this is what Fyron and SJ were trying to say, is that putting an engine on a ship by itself increases the mass of the ship. In SEIV terms there is a limit to the number of engines for a specific hull size becasue once you reach a certain number of engines you have in effect changed the hull to the next size up.
Geoschmo
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