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January 1st, 2003, 10:09 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: grit-tech
Looks pretty cool, mind if I offer a few comments [evil grin]
Shouldn't spinal mounts have - to hit chance? they are not as rotatable! and how about adding turret mounts that have + to hit chance?
No hardened/cheap auxiliary control?
Why are ship-based spaceyards inconsistent in their increase of construction rate between several of the same type? (2000/2250/3000 or something like that for Large spaceyards)
Cargo pod I has 40 kt structure, others have 20
Cargo pod iii is identical to cargo pod ii?
Why do all engine mounts have same tonnage structure? a dreadnought's engine is bigger but has the same hitpoints as a frigate's engine???
Alloy atmor should be composed of minerals and maybe some rads, while polymer and composite should contain organics - alloys are made of metal while polymers are made of organic materials
Why is the regular old fusion missile better than the fusion laser missile?
Your facilities that consume organicss, wouldn't the consumption be affected by the planet's value?
No organic megaplexes?
How is a light carrier any better than a destroyer? Oh boy, it's 250 minerals cheaper! Now everyone knows I'm using fighters!
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January 2nd, 2003, 12:30 AM
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Lieutenant General
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Location: california
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Re: grit-tech
Quote:
Originally posted by Ed Kolis:
Looks pretty cool, mind if I offer a few comments [evil grin]
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thank you for the feedback, glad to have it!
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Shouldn't spinal mounts have - to hit chance? they are not as rotatable! and how about adding turret mounts that have + to hit chance?
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sure they should, its being added to the fixit list now.
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No hardened/cheap auxiliary control?
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not yet. i was thinking that having an aux control was a redundant system in its self, and if someone wanted different Versions of them, they could be purchased via quality mounts. do you think hardened/cheap aux controls are needed?
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Why are ship-based spaceyards inconsistent in their increase of construction rate between several of the same type? (2000/2250/3000 or something like that for Large spaceyards)
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gues it needs to be fixed. I put it together in a hurry.
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Cargo pod I has 40 kt structure, others have 20
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oops
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Cargo pod iii is identical to cargo pod ii?
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actually its cheaper. there are a few instances where the second level of an item provides full space efficiency, and the third level reduces cost. I can make it more consistant by making the second instance less space efficient, and make the costs consistant across the board.
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Why do all engine mounts have same tonnage structure? a dreadnought's engine is bigger but has the same hitpoints as a frigate's engine???
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yeah, i guess that should be fixed.
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Alloy atmor should be composed of minerals and maybe some rads, while polymer and composite should contain organics - alloys are made of metal while polymers are made of organic materials
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I really didnt want components (except maybe for controll components) to cost organic maintenance. and besides, polymers are made out of carbons, which only happen to be associated with organics. the can be made without them. I am thinking of putting a small organic requirement on crew quarters / life support, so that there will actually be a consequence for running out of organics in the game.
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Why is the regular old fusion missile better than the fusion laser missile?
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weapons are not quite tuned yet. I was thinking of balancing these by reducing the mass of laser missiles, and maybe reducing the speed of nuclear missiles. also, i planned on having higher levels of laser warheads increase a great deal in damage, while nuclear warheads would deliver a consistant damage but improve in range and durability as tech progressed.
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Your facilities that consume organicss, wouldn't the consumption be affected by the planet's value?
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yep. this can be explained by technical hand-waiving. some planets conditions or resources require larger or smaller investments in organics to keep their facilities running.. or something like that.
theres not? well, shoot. one more for the list.
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How is a light carrier any better than a destroyer? Oh boy, it's 250 minerals cheaper! Now everyone knows I'm using fighters!
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due to the low resource cost of hulls compared to the components that go inside them, it will be tough coming up with a compelling advantage for the light carrier. I could make it even cheaper, but it would not have a significant advantage, even if the hull was free. maybe all carriers could have a defensive bonus and an offensive penalty?
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January 2nd, 2003, 01:04 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: grit-tech
Quote:
actually its cheaper. there are a few instances where the second level of an item provides full space efficiency, and the third level reduces cost. I can make it more consistant by making the second instance less space efficient, and make the costs consistant across the board.
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Try to avoid increasing the size of a more advanced Version of a comp whenever possible. It forces people to have to redsign the ship when hitting the Upgrade button. Smaller ships are fine, as you can just add another armor or something.
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January 2nd, 2003, 01:08 AM
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Lieutenant General
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Re: grit-tech
Quote:
Originally posted by Imperator Fyron:
Try to avoid increasing the size of a more advanced Version of a comp whenever possible. It forces people to have to redsign the ship when hitting the Upgrade button. Smaller ships are fine, as you can just add another armor or something.
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oh no, none of the sizes get larger as tech progresses. by space efficient, i mean that higher tech items have more cargo space available on them.
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January 3rd, 2003, 06:31 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: grit-tech
"Krsqk, you need some sort of help documentation in the K-Editer."
Done, in my sig or the K-Editor thread, along with the latest Version.
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January 3rd, 2003, 08:14 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: grit-tech
Quote:
I really didnt want components (except maybe for controll components) to cost organic maintenance. and besides, polymers are made out of carbons, which only happen to be associated with organics. the can be made without them. I am thinking of putting a small organic requirement on crew quarters / life support, so that there will actually be a consequence for running out of organics in the game.
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You could always redefine "organics cost" as the "people costs" of something. Gunners need to eat too 
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January 3rd, 2003, 10:05 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: grit-tech
quite right, the newest Version now attaches organics cost to crew quarters and life support. I am also working on getting fighters implemented. along with this, i have fixed some of the starting facility placement (which also effects a long standing issue that was bugging me about Porportions). I also hope to have fighters and drones working for the next release. which should be about mondayish.
regarding organics consumption of facilites: not only do happier populations produce more, they alos consume more. stands to reason. not only does an abundance of organics on a planet allow you to harvest more, it encourages frivilous consumption. stands to reason. done deal.
regarding lack of organic complexes and megaplexes, this is a carryover from porportions. Agrarian settlements and cultural facilites make up for the lack of organic megaplexes and such.
regarding components with inefficient cargo space at level 1 and no efficiency improvement between level 2 and 3, level 3 is half the cost of level 2. if this does not seem right (and please tell me if it looks goofy or does not make sense) then I will have to make level 1 even more inefficient, and likewise decrease the efficiency of level 2. This can be done, so let me know which way looks better. I kind of like the way it is.
now, as for that Porportions thing that bothered me, let me explain. cultural centers have the spaceport and resupply ability. starting homeworld facilities include spaceports and resupply depots. I tried fussing around with high tech and low tech starts, with CCs at the top and bottom of the facilities file, and finally found the answer. Homeworld cultural facilities need to have a higher tech requirement than the facilities they are going to replace. in the case of GritTech, I made Homeworld Cultural Centers require the tech Homeworld at level 10, and made the tech Homeworld a starting tech, (which starts at level 10). nothing to it. PvK, I dont know if you might want to include something similar in porportions, or not.
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