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July 27th, 2004, 07:25 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: PBW PvK Proportions Game #2
Yet another possibility would be to build "quasi" homeworlds in the same system as the one where your homeworld is. It would be a planet with 100% resource values, a lot of population and decent resource facilities (it would imply increasing the construction and production figures during this initial setup phase). But I gather your solution of increasing resource production and be done with it is the easiet to use.
48 hours seem fine for me as well; it may be increased later on if needed after all.
How important would be the changes brought by the new Version? Would it be a minor patch, or the next step for Proportions (or even the 3.0 Version)? If this new Version is indeed an important update, I would rather wait for it before beginning the game.
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July 28th, 2004, 04:40 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: PBW PvK Proportions Game #2
Quote:
Originally posted by Alneyan:
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How important would be the changes brought by the new Version? Would it be a minor patch, or the next step for Proportions (or even the 3.0 Version)? If this new Version is indeed an important update, I would rather wait for it before beginning the game.
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Somewhere in-between, probably. Depends on how much time I get to do it, and how smoothly it goes.
Things I will include:
* Reduced cost of armored plating.
* Added vehicles to use all of the neo-standard images.
* Some adjusted starting costs.
* Extension of some techs that tend to get fully researched, to higher levels, probably with diminishing or diverse returns.
Things I might include:
* Economic adjustments.
* New weapon types.
* Adjustments to existing weapons.
* Revision of fighters and PD.
* Space-born solar rad collectors.
* Space-born laboratories.
* Space-born organic farms.
* Space-born intel labs.
* Revision of mine warfare.
* Extension of cloaking technologies.
* Further adjustment of weapon mount values.
* Use of new damage types.
PvK
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July 28th, 2004, 04:46 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: PBW PvK Proportions Game #2
so, why not wait ?
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July 28th, 2004, 04:53 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: PBW PvK Proportions Game #2
No reason. We're waiting. I'll set up the game after I do the new mod Version, and my deadline for the new mod Version is this coming Monday.
PvK
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July 28th, 2004, 09:05 PM
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Lieutenant Colonel
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Join Date: Dec 2000
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Re: PBW PvK Proportions Game #2
All of these sound like great ideas. Are you willing to go into more detail on your concepts for deep-space labs, organics farms, intel stations, etc...? the reason I ask is I wonder about a few things.
If I can build rad gathering stations in deep space, how many resources will they cost? Will they operate when cloaked (that woudl be weird, I think - how can I get the resources to my empire if they're cloaked, etc..) and stuff like that. It's just that this sounds like the first real implementation of the intrinsic resource/point generation capabilities that were added in Version 1.91, and as such I'm trying to get a handle on the full implications of them, especially in a generally resource-constrained enviroment that we find in Proportions...
thanks,
Alarik
Quote:
Originally posted by PvK:
quote: Originally posted by Alneyan:
...
How important would be the changes brought by the new Version? Would it be a minor patch, or the next step for Proportions (or even the 3.0 Version)? If this new Version is indeed an important update, I would rather wait for it before beginning the game.
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Somewhere in-between, probably. Depends on how much time I get to do it, and how smoothly it goes.
Things I will include:
* Reduced cost of armored plating.
* Added vehicles to use all of the neo-standard images.
* Some adjusted starting costs.
* Extension of some techs that tend to get fully researched, to higher levels, probably with diminishing or diverse returns.
Things I might include:
* Economic adjustments.
* New weapon types.
* Adjustments to existing weapons.
* Revision of fighters and PD.
* Space-born solar rad collectors.
* Space-born laboratories.
* Space-born organic farms.
* Space-born intel labs.
* Revision of mine warfare.
* Extension of cloaking technologies.
* Further adjustment of weapon mount values.
* Use of new damage types.
PvK
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July 28th, 2004, 10:17 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
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Re: PBW PvK Proportions Game #2
I haven't figured out exactly what the values will be yet for the space facilities, which is why I haven't promised to include them.
The values will scale quite a bit depending on how much research you put into them. At first, they may mainly provide a way to invest mainly minerals (from construction and maintenance) in order to generate rads (solar generation) or organics (space greenhouses) or research and intel (space labs). The efficiency of this won't be very great until you invest enough research in it. The other trade-off is there will be no way to protect these with planetary shielding and the best arcs of weapon platforms, so such infrastructure will be harder to protect from raiders. On the other hand, it opens possibilities for doing things like hiding infrastructure in unexpected places, and even becoming less dependent on planets, but with significant research investment.
I think cloaking is possible, but not easy. Proportions requires scale mounts for cloaking components, so the cost scales with size, and these things are big and their main limiter is efficiency, even without expensive defenses added.
PvK
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July 29th, 2004, 03:29 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: PBW PvK Proportions Game #2
keep in mind ressource generating ships / non-planet-based methods will not show up the right values in the empire screen !
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