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  #1  
Old January 16th, 2001, 09:00 PM
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dmm dmm is offline
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Default Re: Petition for Multiple Shipyards: MM take note...

quote:
Originally posted by Seawolf:
GUys,

Isn't the simple solution to build space yard ships? More realistic too since building a ship in space is easier no?



If it's easier in space, then why are space yard ships/bases so much slower at building stuff? And why can't they cooperate on a big project (even at reduced efficiency)? And why don't they get bonuses for being in orbit around a planet with tons of population? And if they're not at a planet, where are they getting their supplies from? (Now that I mention it, even if they are at a planet, where are their supplies coming from, if it is a tiny, airless, hostile, barely-inhabited, rioting world under siege?)

[This message has been edited by dmm (edited 16 January 2001).]
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Old January 16th, 2001, 09:01 PM

FrankyVas FrankyVas is offline
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Default Re: Petition for Multiple Shipyards: MM take note...

Perhaps you should be allowed so many shipyards per population. ie: 1 per 4b. Thus large planets, and ring/sphere worlds would benefit while most other planets would remain as they are.

Frank V.
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Old January 16th, 2001, 10:23 PM

Sinapus Sinapus is offline
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Default Re: Petition for Multiple Shipyards: MM take note...

quote:
Originally posted by Taqwus:
If you wanted to reduce the potential effect of multiple shipyards, you could use something like a harmonic series.

For any given project, sort them in order of descending production rate (in case there are non-upgraded Versions). Then the first contributes 100 percent, the second 50 percent, the third 33\frac{1}{3} percent, and so forth -- perhaps while still costing the full rate. Systems integration is NOT easy or cheap...



Yeah, that was pretty much the idea I sent to MM awhile back in addition to asking to make it possible to build multiple facilities per turn if you have the production capability. (Eg, production of 3000 of each resource per turn letting you build two 1200 mineral cost facilities in one turn or something like that.)

The way I saw it, you have the main space yard building the object while the other space yards in the sector are building parts and sending them over to the main space yard for installation. The loss in production from assisting was supposed to represent extra resources spent moving it over plus time lost/snafus/etc from having a big project like that running, all the small cargo pods transiting this way and that, massive overtime pay, etc.

I'd also like to plug the ability to tow objects within a system so you don't have to risk assembling your defense bases right on the warp point and/or tow them to threatened warp points if needed.



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