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  #1  
Old July 18th, 2001, 11:45 PM
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Default Re: Basic Tech Mod Info

Phoenix,

I understand (at least now) how to implement the Damage Control comps; I'm just wondering what excuse I can give for them. What systems do we have today/in the near future that would approximate this effect?

RE: Armor Balance. After looking at the P&N comps.txt, I modified the Std. Armor and Ablative Armor families to better reflect the original intent of the tech. Here's where it stands now:

Std. Armor raised to 15kt; structure runs from 30 to 100.
Armor I = 2.0 S/T
Armor XV = 6.67 S/T

Ablative Armor ratios reworked. Researching a higher tech gives, on average, a 1.25x better S/T ratio (was 1.125x). Increased starting ratio of A.A. I (1) to 4.75 (was 3.75). S/T ranges are now:

A.A. I (1): 19/4 (4.75); A.A. V (1): 27/4 (6.75)
A.A. I (2): 17/3 (5.67); A.A. V (2): 25/3 (8.33)
A.A. I (3): 14/2 (7.00); A.A. V (3): 21/2 (10.5)

Hopefully, this will correct the imbalance.

RE: the Limited Unlimited Supply Generator, I don't know of any way to generate supplies without requiring either 1) component use, or 2) solar generation. Am I missing something? I think a limited Quantum Reactor comp would be good, but these are the only solutions I can think of.

RE: Emergency Supplies, I removed them for exactly the reason expressed elsewhere: If they were built into the ship, they might as well be part of the general supply system; and if they can hold more supplies/kt, then why not exclusively use those components for supply storage instead of bulky cargo containers?

RE: Solar Sails, I don't think they should be included due to conflict/abuse with P&N style propulsion. Giving bonus/extra movement doesn't work in this situation, and giving standard movement can be abused (ships with 40 Solar Sail III--much greater range, minimal supply usage than with best engines in P&N). I may include one level, but it would probably not add much movement; today's solar sails are quite large and would take a great amount of time to generate significant speed. They're probably better off not included, just to keep with the thrust of the mod.

Krsqk out.

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[This message has been edited by Krsqk (edited 23 July 2001).]
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  #2  
Old July 19th, 2001, 12:05 AM
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Default Re: Basic Tech Mod Info

"Make armor piercing weapons, we have armor piercing weapons now."

From my perspective, the problem with AP weaps is balance, there being nothing that will stop them. It's a bit like Null-Space weaps in the std game.

I agree anti-engine missiles are legit; what about anti-engine mines, though?

Can weaps fire 2+ times per round? Reload .5? (from Torp suggestion)

My current thinking on missiles/torps is leave torps alone (as direct fire); missiles will be set up in a research grid similar to armor. Launcher tech will develop launchers (fire rate/weapon size); warhead tech will develop yield (damage); Missile tech will develop delivery vehicles (speed, seeker resistance). Individual sub-tech areas will develop additional areas such as Sprint Missiles, Engine Destroying, High Yield, etc.

Something similar will probably (possibly? depends on time) be done with the slug throwers, with less differentiation, just to give a different feel. PD will probably adapt the P&N style, with name changes (don't know if we have any lasers capable of bLasting nukes), i.e. "short-range" and "mid-range."

Keep the comments coming!

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[This message has been edited by Krsqk (edited 23 July 2001).]
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  #3  
Old July 19th, 2001, 12:13 AM

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Default Re: Basic Tech Mod Info

"I understand (at least now) how to implement the Damage Control comps; I'm just wondering what excuse I can give for them. What systems do we have today/in the near future that would approximate this effect?"

Well, you could call it a specialized control center that directs crews which quickly jery-rigs damage as it happens, reducing the overall effect on the ship. Loosing the control center takes away the cordination of quick repairs, and thus the damage reduction.

EDIT:
quote:

RE: the Limited Unlimited Supply Generator, I don't know of any way to generate supplies without requiring either 1) component use, or 2) solar generation. Am I missing something? I think a limited Quantum Reactor comp would be good, but these are the only solutions I can think of.



That one's easy, if you don't mind fudging it.

Take this:
quote:

Name := Emergency Resupply Pod III
Description := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle.
Pic Num := 35
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Supply
Family := 24
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Resupply
Tech Level Req 1 := 4
Number of Abilities := 2
Ability 1 Type := Emergency Resupply
Ability 1 Descr := Generates 6000 supply when used.
Ability 1 Val 1 := 6000
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None



Remove the second ability, rename it and change the decription, maybe limit it to one per ship and/or make it expensive, and you've got yourself a re-useable, if manually triggered, resupply component. (speaking of which, will ships use these things if they run out of supplies? Will the AI? The resupply minister?)

Phoenix-D

[This message has been edited by Phoenix-D (edited 18 July 2001).]
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  #4  
Old July 19th, 2001, 12:40 AM
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Default Re: Basic Tech Mod Info

quote:
RE: Solar Sails, I don't think they should be included due to conflict/abuse with P&N style propulsion. Giving bonus/extra movement doesn't work in this situation, and giving standard movement can be abused (ships with 40 Solar Sail III--much greater range, minimal supply usage than with best engines in P&N). I may include one level, but it would probably not add much movement; today's solar sails are quite large and would take a great amount of time to generate significant speed. They're probably better off not included, just to keep with the thrust of the mod.
Look at how I did it in P&N. The Solar Sails are slower than engines, but use no fuel.

So if you want no fuel usage, you'll have to skimp on weapons/defenses or go slower.
You could also go with a mix of both.
The best sail gives you only the equivalent speed of CT engines; you could go 50% faster on Quantums.

quote:
Ablative Armor ratios reworked. Researching a higher tech gives, on average, a 1.25x better S/T ratio (was 1.125x). Increased starting ratio of A.A. I (1) to 4.75 (was 3.75). S/T ranges are now:

A.A. I (1): 19/4 (4.75); A.A. V (1): 27/4 (7.75)
A.A. I (2): 17/3 (5.67); A.A. V (2): 25/3 (8.33)
A.A. I (3): 14/2 (7.00); A.A. V (3): 21/2 (10.5)


IMO, this means that the AA x (1) is better than an AA x (3).
See, in this case, the 3's take twice a slong to repair, since they're smaller.

I suggest keeping the same numbers, but swap the sizes, so the armor gets easier to repair as time goes by.


quote:
"4) damage-reducing components? I think 4)"
OK, how this works again:

Take a shield. Remove all the shield graphics from the races. Call it Damage Control. Now, give it a shield strength of about 10 and a regen of the same. Poof, it reduces damage by that number per turn.

Phoenix-D

"I understand (at least now) how to implement the Damage Control comps; I'm just wondering what excuse I can give for them. What systems do we have today/in the near future that would approximate this effect?"
Well, you could call it a specialized control center that directs crews which quickly jery-rigs damage as it happens, reducing the overall effect on the ship. Loosing the control center takes away the cordination of quick repairs, and thus the damage reduction.

I would call this Emissive armor! It absorbs the first 30 points of damage and the rest spills over onto other parts of your hull. The armor would "cool down" every round as the regeneration kicks in.
Multiple segments of armor would dissipate the energy better, as well as having a higher absorption limit before they fail.
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[This message has been edited by suicide_junkie (edited 18 July 2001).]
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  #5  
Old July 19th, 2001, 11:03 AM
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Default Re: Basic Tech Mod Info

Tonight's update: some progress, but slow going. I'm into the weapons section of Components.txt, which is currently 2/3 of the way through the file. Be sure to check the current changes list to see what I've done with Repair Bays/Space Yards, Mine Layers/Fighter/Sat Bays, and PDC.

Brief (yeah, right) explanation of Repair Bays. I started with a 50kt module which repairs 2 components. The repair rate goes up 1 each level; the size goes up 25kt every 2 levels (except the Last one). This results in a fluctuating, but rising repair/kt ratio. I.e., Bay I has an R/T of 25; Bay 2 has 16.67; Bay III has 15.75; Bay IV has 15; and so on. Repair bays are linked to repair tech and ship construction tech. The rationale here is that since repair bays get bigger, they won't be as practical for smaller ships anyway.

Just to make life more interesting, and maybe force a new strategy or two, I threw in 3 levels of Base Repair Docks. These are 450kt (just like the new space yards), and they repair 40, 55, and 70 components each. They're linked to base construction as well as ship construction and repair; I figured it would give another reason to research Base Construction 3. (Besides the 1 pt. of combat mvt. for bases.)

Any feedback on that?


RE: Ablative Armor. SJ, I see your point about sizes; do you think I should keep the better ratios for the better (smaller) armor; or should I have small armor/good ratio and big armor/not-as-good ratio, making people decide if protection or easy repair is more important to them? (That would mean Only Latest Components wouldn't always give the "best" choice.)

RE: Damage Control. Of course! Emissive Armor (without the Emissive Armor ability, at least). Guess that's a temporary workaround for that glitch, anyway. I'll get right on it--after all the other things I have to get right on, at least. It does have the potential to be greatly abused, though; any suggestions for reasonable limits (with 5 or 10 levels)?

RE: Limited Unlimited Supply Generators
quote:
Remove the second ability, rename it and change the decription, maybe limit it to one per ship and/or make it expensive, and you've got yourself a re-useable, if manually triggered, resupply component. (speaking of which, will ships use these things if they run out of supplies? Will the AI? The resupply minister?)

I don't know if the ministers/AI will use them; I've never used them myself, so my ministers never got a chance (if I even let them touch my ships). I would prefer not to have it manually triggered, but then I'd like a raise, too. I'll put it in and test it (if I ever get to the testing stage).

Please give feedback, esp. on the repair bays/space yards and the unit launch bays.

Out for now!

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[This message has been edited by Krsqk (edited 23 July 2001).]
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Old July 19th, 2001, 02:35 PM
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Default Re: Basic Tech Mod Info

quote:
I figured it would give another reason to research Base Construction 3. (Besides the 1 pt. of combat mvt. for bases.)
You can do this? This is another idea I remember being kicked around a while back, but I thought noone could get it working.

I really have to do a better job reading these forums. I do several times a day, but I don't read every post from begining to end. (I bet these are all in SJ's pirate thread aren't they. )

I am guessing you are doing it by some sort of ability similer to what afterburners have? If this can be done for bases can it be, and is anyone doing it for sats?

Geo
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Old July 19th, 2001, 03:12 PM
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Default Re: Basic Tech Mod Info

quote:
These are 450kt (just like the new space yards), and they repair 40, 55, and 70 components each. They're linked to base construction as well as ship construction and repair; I figured it would give another reason to research Base Construction 3. (Besides the 1 pt. of combat mvt. for bases.)
You can't be serious! 70 components/turn would be insane even on a 2000kT repair component (starbases only).

quote:
RE: Ablative Armor. SJ, I see your point about sizes; do you think I should keep the better ratios for the better (smaller) armor; or should I have small armor/good ratio and big armor/not-as-good ratio, making people decide if protection or easy repair is more important to them? (That would mean Only Latest Components wouldn't always give the "best" choice.)
I believe that choosing the ablative armor means that the player is choosing protection over repair time anyways.
If they wanted fast repair, they would have used the standard armors.

quote:
RE: Damage Control. Of course! Emissive Armor (without the Emissive Armor ability, at least). Guess that's a temporary workaround for that glitch, anyway. I'll get right on it--after all the other things I have to get right on, at least. It does have the potential to be greatly abused, though; any suggestions for reasonable limits (with 5 or 10 levels)?
Given an adequately expensive tech area, I could see a large baseship having 1000 EA points. If the armor emisses 30% per turn, that's reasonable.

How about 30kT armor, generating 150 & regenerating 30 per turn?
Damage resistance of (5 + 1/turn) per KT.
For 1000 pts of defense, that's 210KT, 20% of a Dreadnaught. After adding P&N v2 style engines, that armor would take up 33% of your usable space on a Dreadnaught.

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