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  #1  
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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  #2  
Old July 19th, 2001, 10:37 PM
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Default Re: Basic Tech Mod Info

quote:
You can't be serious! 70 components/turn would be insane even on a 2000kT repair component (starbases only).
Well, 55 and 70 are somewhat arbitrary figures, but 40 isn't. Well, okay, it is, but not as much. A space station filled (450kt) with Repair Bay IIs (50kt; rate 3)would have a repair rate of 27. With RB IV (75kt/5), the rate would be 30. With maximum tech (RB IX--125kt/10+RB IV), the rate is 35. Granted, only the first two examples are likely, since they would have long since upgraded to Repair Dock II or III, but I wanted a comp that would give a reason to use it instead of 9 RBs.

I thought about making the lvl. 2 and 3 comps battle station- and starbase-sized, but then it would be far easier to put in 15 or 30 or 50 RBs (and it probably still is, since the Docks are One Per Vehicle). The goal was to create a component that would serve as a forward repair station in systems that have been recently conquered and have not yet established a colony presence. It would also create another strategic target in the game, along with fleets and important planets. As it is, I feel bases are pretty much useless (except for Pirate and Nomad races ). Would it be better to have only a single mid-/high-tech Dock component? I'm also planning a planetary drydock facility; should massive repairs be left to this? Or should I just have one big battle-station or starbase component, and make it cheaper or something than the equivalent-sized (but much more powerful) number of repair bays?

Also, the repair bays were resized to account for the exclusion of shields. Without some serious repair capability, then the fleet that held a couple of ships in reserve will probably win the day. I know, it's all strategy; but then, so is this, just a different type. Should the rates be reduced?

[EDIT]
FWIW, a battle station with max tech can repair 110 comps/turn, and a starbase can repair 187 comps/turn. Should I make repair bays Ships Only?
[/EDIT]

quote:
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.
That's why I have the armor decrease in size as ablative tech levels go up. Better protection, yes, but you have to pay for it. Not in cost/(S/T), but in repair time.

quote:
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 bet these are all in SJ's pirate thread aren't they. )
Actually, the base combat movement is in Devnullmod. At least, that's where I got it. (read: highlight - Ctrl+C - Ctrl-V) And, yes, it uses the same ability as Afterburners. AFAIK, it works; however, MM has it hardcoded that sats can't move, so that doesn't work. (There is a similar component for sats in Devnullmod, though.)

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[This message has been edited by Krsqk (edited 23 July 2001).]
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  #3  
Old July 20th, 2001, 12:25 AM
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Default Re: Basic Tech Mod Info

FWIW
Say what?

quote:
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:
That's why I have the armor decrease in size as ablative tech levels go up. Better protection, yes, but you have to pay for it. Not in cost/(S/T), but in repair time.

I was looking at it the other way; with an expensive tech area (75k?) to increase the size and reduce the repair time. You could leave the damage ratios the same as your tech goes up here, but by the end of the tech tree, your AA repairs twice as fast.

Looking at your stats, it would be worth the slower repair time, but that kinda seems like a step backwards.

I was thinking of one tech area to improve the HP/KT, and the other to boost the repair rate.

PS: If we're making major changes all over anyways, why don't we multiply all sizes by ten?
Then we could have finer control over things like this; it would be like measuring by 0.1 KT.


RE: Repair Bays
It looks like you are automatically assuming everyone is going to use ablative armor exclusively, and need that vast repair capacity.
Ships with other armor techs are only going to have 30 components at most. Do you really want one base to fix 6 per month?
I don't want the Ablative armor to be used on every ship, just the ones that HAVE to survive one battle (like a plagueship), or a flagship (for RPing), or possibly a "special forces" fleet, that fights very tough foes, only occasionally, spending the rest of the time mothballed.

quote:
As it is, I feel bases are pretty much useless
I suggest reducing the repair ability of ship-board components to something like 3 repair/100KT. That's enough to get the ship moving again, but leaves the heavy repairs (eg. 100KT of AA)for a starbase, which would have the huge spacedock components.

quote:
I thought about making the lvl. 2 and 3 comps battle station- and starbase-sized, but then it would be far easier to put in 15 or 30 or 50 RBs (and it probably still is, since the Docks are One Per Vehicle).
How so? If the Spacedock is more effective that the RBs, they would be used. At the very least, a player would use a BS SpaceDock on a Starbase, so they have more room for armor & defense weapons.
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[This message has been edited by suicide_junkie (edited 19 July 2001).]
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  #4  
Old July 20th, 2001, 01:48 AM
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Default Re: Basic Tech Mod Info

quote:
FWIW
What?
For What It's Worth.

quote:
It looks like you are automatically assuming everyone is going to use ablative armor exclusively, and need that vast repair capacity.
Ships with other armor techs are only going to have 30 components at most. Do you really want one base to fix 6 per month?
No, the figures in the hundreds were with Repair Bays, not Base Repair Docks. One base would fix, say, only two ships per month @ 70 comps. My dilemma was trying to balance the Docks with the number of Bays potentially in a Space Station (I didn't want to mess with the larger bases). I think that I'll:
1) Restrict Bays to ships only. That will take away some of the competition.
2) Double most Bay sizes. Currently, the best Bay repairs 8/100kt; the worst is 4/100kt. This will cut it to 4/100kt at best.
3) Lower Dock rates to 20, 30, and 40, keeping them restricted to bases and one per vehicle, and increasing the sizes of the Last two levels to fit BS/SB. I do think that large scale repairs will be needed, even without ablative armor, but I think 40 comps/turn/per fleet is reasonable, considering it's like a base of operations. I regularly reach 25-30 comps/turn repair in my standard games with medium/large fleets, due to multiple repair ships.

quote:
Looking at your stats, it would be worth the slower repair time, but that kinda seems like a step backwards.
I agree, at least now. I'll see how it comes out.

quote:
PS: If we're making major changes all over anyways, why don't we multiply all sizes by ten?
ARRRRRGH!!!! *brain fuses blow, ricocheting off the walls*
Okay, I agree, finer control. (Hrrrmph.) I'll see. Don't count on it for v1.0. I only have 37.283 hours in a day (at least in this solar system).

Krsqk out.

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[This message has been edited by Krsqk (edited 23 July 2001).]
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  #5  
Old July 23rd, 2001, 10:33 AM
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Default Re: Basic Tech Mod Info

It's finally here! Well, sort of.

Beta Version .75 is officially released. Currently known restrictions include:


  • Due to major tech tree changes/reductions, the AI currently does not work with this mod. If anyone is interested in modifying stock AIs for this mod, please contact me via e-mail or ICQ.
  • This is a beta Version. I have attempted to squash all bugs, but that does not mean I have been successful.
  • This is still a beta Version. Not everything is balanced, and it is possible I have overlooked a severe imbalance. Should you find a problem or if you have any suggestions, please contact me.[/list]Current features include, but are not limited to:

    • Drastically reworked tech tree, including several research "grids," allowing for near-infinite variety in research paths (okay, not quite near-infinite)
    • Several tech branches with multiple requirements, forcing multi-layered research
    • P&N v2.0 style propulsion, extended for fighters
    • Reworked satellite sizes, including two new Stealth Satellite sizes
    • Reworked mines, including detectable mines, two Stealth Mine sizes, and Seeker Mine Warheads
    • Several different "flavors" of most weapon types, including extended range, heavy duty, high accuracy, etc.[/list]
      Again, feedback is requested. Download and enjoy!

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      --Basic Tech Mod v.75
      --Changes list

      [This message has been edited by Krsqk (edited 23 July 2001).]
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  #6  
Old July 23rd, 2001, 07:51 PM

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Default Re: Basic Tech Mod Info

I looked over the file briefly, and it seems that for each improved missile warhead, you kept the same name. Right? Anyway, it might be a good idea to have SOME indication of what happened..lest people think they just got a duplicate tech.

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  #7  
Old July 24th, 2001, 06:49 AM
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Default Re: Basic Tech Mod Info

Just checked out the mod and noticed one thing - ion engines are way to fast. In real life ion engines produce about the same thrust as you would feel when holding a piece of paper in your hand. What makes ion engines usefull is that they use very little feul and in space thrust is cumulative.

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