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  #1  
Old December 21st, 2003, 06:54 AM
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Geckomlis Geckomlis is offline
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Default Re: New SJ mod

Quote:
Geckomlis:
I agree with all of that except the one-turn lifetime.
In order for the drones to remotely repair a ship, they need to be able to move, and then sit at the target and do their thing.
Also, if each drone Lasts 5 turns then you can get situations where you might want to waste some repair capacity in order to reush the repairs. (E-Repair, sort of like E-build)

EG:
Your fleet has 25 damaged components. You can:
A) Launch 5 drones, and completely repair your ship(s) in 5 turns.
B) Launch 13 drones, and completely repair your ship(s) in 2 turns, but waste 40 potential repair points.

If there is an enemy fleet 3 turns away, B may be a better choice, as you need your ships in peak condition for combat, and the cost of 8 "wasted" drones is acceptable.
I agree that the one-turn lifetime is a purely personal preference for a certain game mechanic, i.e. using drones as counters for expendable munitions and/or spare parts. Your concept is just as valid. You could also achieve the same effect by allowing repair values > 1 on drones with the one-turn lifetime.

In regards to the mobility issue:
From a practical standpoint, repair drones will only be able to be used in the sector they were launched in or at the far side of a warp point they are ordered to attack. Impracticably, you could order them to attack an enemy planet in anticipation of needing the repair capacity in that sector. You could also order them to attack an immobile enemy ship or base for the same reason.

Gecko
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Old December 22nd, 2003, 02:48 AM

Gryphin Gryphin is offline
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Default Re: New SJ mod

Will you be including a system for repair sats?
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  #3  
Old December 21st, 2003, 03:07 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: New SJ mod

No repair sats, since they would never "run out".

Quote:
I agree that the one-turn lifetime is a purely personal preference for a certain game mechanic, i.e. using drones as counters for expendable munitions and/or spare parts. Your concept is just as valid. You could also achieve the same effect by allowing repair values > 1 on drones with the one-turn lifetime
I don't see how.
If the lifetime is only one turn, you waste at most part of one drone, and you would have to waste it no matter how rushed or relaxed your repairs are.
Except in cases of poor launcher-ship design, which we can ignore here.
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Old December 21st, 2003, 07:15 PM
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Default Re: New SJ mod

Quote:
Originally posted by Suicide Junkie:
quote:
I agree that the one-turn lifetime is a purely personal preference for a certain game mechanic, i.e. using drones as counters for expendable munitions and/or spare parts. Your concept is just as valid. You could also achieve the same effect by allowing repair values > 1 on drones with the one-turn lifetime
I don't see how.
If the lifetime is only one turn, you waste at most part of one drone, and you would have to waste it no matter how rushed or relaxed your repairs are.
Except in cases of poor launcher-ship design, which we can ignore here.

Yes, you are correct. I did not think that one through enough. Although launcher-ship design will be the devil in the details. IMO, you are forcing an unnecessary inefficiency on the player. But… I understand what you want to achieve (E-Repair) and you seem happy with it, so go for it. I am looking for something different (Spare Parts stockpiles) and that fits in better with my mod. In any case, I thought the dialogue was both productive and enjoyable.

Gecko
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  #5  
Old December 22nd, 2003, 02:28 AM

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Default Re: New SJ mod

You know, it's pathetic how I get these Ideas for the AoW mod, then the Mod Monsters like SJ think of them themselves, but implement them better...

sometimes I wonder why I'm even bothering...

[ December 22, 2003, 01:34: Message edited by: dumbluck ]
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  #6  
Old December 22nd, 2003, 03:33 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: New SJ mod

Well, of the things in that list,
I know I came up independently with:
QNP
Finite repairs
Supershort GC
Leaky Shields/Armor

I know others came up with:
PD Fighters
Tech Gridding

Mixed/Unsure stuff:
Partial Mines
Planetary Bombardment
Hero/Cannon Fodder ships system

I certainly don't want to claim its all original ideas, and if you've already started something very similar, do let me know now before I get started.

[ December 22, 2003, 02:59: Message edited by: Suicide Junkie ]
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  #7  
Old December 22nd, 2003, 05:32 AM
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Default Re: New SJ mod

Some numbers I've come up with so far:

Maintenance = Constant
Cost = Size3
Ship size : build cost multiplier : maintenance multiplier
code:
 200 :   1 : 1000
400 : 4 : 125
600 : 9 : 37
800 : 16 : 15.6 (16)
1000 : 25 : 8.0
1200 : 36 : 4.6 (5)
1400 : 49 : 3.0
1600 : 64 : 1.95 (2)
1800 : 81 : 1.37 (???) (multiply all by 3, maybe)
2000 : 100 : 1.00

For Cost=Size2
Ship size : build cost multiplier : maintenance multiplier
code:
 200 :  1 : 100
400 : 2 : 25
600 : 3 : 11.1
800 : 4 : 6.25
1000 : 5 : 4.0
1200 : 6 : 2.77
1400 : 7 : 2.04
1600 : 8 : 1.56
1800 : 9 : 1.23
2000 : 10 : 1.00



[ December 22, 2003, 03:33: Message edited by: Suicide Junkie ]
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