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  #1  
Old December 7th, 2005, 09:05 PM
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Default Re: Freighter Network

The main problem is that they don't have to be moving, and can just sit in a 1000-ship stack over your homeworld.

You could make some satellites with the fixed resource generation abilities.
Then if you limit satellites to just 1 per sector, you'd have to spread them around nicely to get the income.
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  #2  
Old December 8th, 2005, 01:16 AM
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Default Re: Freighter Network

That's an idea.
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  #3  
Old December 8th, 2005, 05:02 AM

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Default Re: Freighter Network

I'm a little confused. Would these Satilites harvest/mine resources out of a planet or would they just spit out resources wherever they are placed? Also, how would the Freighters be used in all this? How would they get the resouces from these "Satilites" or whatever you want to call them so that the Empire could use it? One of the points I wanted to use about making a Freighter Network was that you have to send Freighters to places to get the Resources and able to have them get attacked by someone.

Or maybe I'm looking at this the wrong way. Is SJ saying the Satilites ARE the freighters and they are placed over certain sectors to produce resources?
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  #4  
Old December 8th, 2005, 05:15 AM

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Default Re: Freighter Network

How about this idea. Create a component that is able to harvest resources from a planet or astroid cluster, but is destroyed after use. Only Freighters would be allowed to use the component and would have to return to the ship yard to get the component repaired so that it can go harvest again. Now the question is can your script in a way to get the component after one turn to destroy itself after it pulled the resources you wanted.
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I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?

Atrocities-

Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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  #5  
Old December 8th, 2005, 06:47 PM
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Default Re: Freighter Network

The absence of a space yard ability is treated exactly the same as 0 for that ability as far as build rate is concerned. The only difference is that a 0-rate space yard will enable scrapping, mothballing, retrofitting, etc., but a component with no space yard abilities at all will not.
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  #6  
Old December 8th, 2005, 09:22 PM

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Default Re: Freighter Network

Wow! I like that system a lot and I'm going to try too implement it somehow. Question for will though, why do you suggest implementing removoing resupply depots? I understand what you mean by making your military forces use supply as its maintance, but if you just are concerned about building a Freighter Network, you don't have to add that feature, right?

Also, I would imagine it would be too difficult for the AI to use this effectively?
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Atrocities-

Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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  #7  
Old December 8th, 2005, 11:16 PM
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Default Re: Freighter Network

yeah, this would have to be multiplayer-only. theres no way the AI could be scripted to send freighters to the right place for scrapping, or even to scrap them at all.

of course, if you gave the AI enough bonuses or special traits, they wouldnt NEED to have freighters at all. then it would be a human player with a freighter network, vs normal AI.
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  #8  
Old December 8th, 2005, 11:18 PM
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Default Re: Freighter Network

Well, I was originally thinking maintainence-free freighters only, but since all hulls are going to cost some amount of organics, eventually you will hit a point where the maintainence on those ships would cause problems. You could make it all maintainence-free, though. Come to think of it, just strategizing for the production and delivery of the freighters would be enough of a hassle without having to think about maintainence and/or supply issues.

Modification then: three kinds of spaceyard facilities.
1. Spaceport, same as before; constructs at 3000/100/3000 (might want to tweak those values to account for population bonuses). Produces 2000 organics/turn, stores 2000 organics. Scraps at 110% efficiency, and can resupply. Costs 100k organics to build.
2. Launch Pad, same as before; constructs at 0/2000/0, produces 2000 organics/turn, stores 2000 organics. Costs almost nothing to build (1 organic?), it's assumed that the colony ship already has the materials, and it only requires a bit of work to set it up. Upgrades to Spaceport.
3. Military Base; constructs at 1500/50/1500, produces 50 organics/turn, stores 250. Can resupply ships, and provides extra unit spaces. Maybe higher tech gives ship/fleet training. Costs 20k organics to build, maybe more at higher tech. Possibly would also upgrade to Spaceport (or a derivative, Military Spaceport, with the training, unit spaces, etc included).
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Old December 9th, 2005, 04:01 PM
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Default Re: Freighter Network

Quote:
Will said:
...eventually you will hit a point where the maintainence on those ships would cause problems.
I would not think Maintenance would be a problem. More Maintenance for more frieghters means automaticly more resources coming in to pay for them. It can all be balanced out. The thing then that matters is the time (distance) it takes to get back to a scrap yard.

More distance -> more turns of maintenance -> less profit -> Stretched supply lines.

This sounds like it is as it should be.
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  #10  
Old December 13th, 2005, 03:52 AM
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Default Re: Freighter Network

Yes, the 0 rate is needed to allow fast (and free) construction of freighters. The 1 in the other resource is required to prevent fast construction of anything else.

The ability for high-return scrapping is Resource Reclamation, and it's used in stock by the Ultra - Recycler facility.
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